Apparatus, systems and methods for gaming device featuring negative credit balance

ABSTRACT

A gaming device may be configured to: (i) determine a current credit balance, (ii) determine a wager amount, (iii) determine whether the wager amount would result in a negative balance of credits, (iv) determine if it is permissible to allow a negative balance of credits, and if so (v) adjust a current balance such that is equal to the negative balance, and (vi) display an indication of the negative balance. Further embodiments describe methods for operating a gaming device when a credit balance is in a negative or positive state.

RELATED APPLICATIONS Priority Chain

The present disclosure claims priority to and the benefit of U.S.Provisional Patent Application Ser. No. 60/805106 filed Jun. 19, 2006.

The present disclosure also claims priority to and the benefit of U.S.Provisional Patent Application Ser. No. 60/865234 filed Nov. 10, 2006.

The present disclosure also claims priority to and the benefit of U.S.Provisional Patent Application Ser. No. 60/895693 filed Mar. 19, 2007.

The disclosures of each these three provisional applications is herebyincorporated by reference in its entirety.

Also Related

The present disclosure is also related to commonly owned:

U.S. Pat. No. 6,077,163, filed Jun. 23, 1997, entitled “GAMING DEVICEFOR A FLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME”;

U.S. Pat. No. 7,140,964, filed Nov. 2, 2001, entitled “GAME MACHINE FORA FLAT RATE PLAY SESSION AND METHOD OF OPERATING SAME”;

U.S. Patent Application Publication No. 20030220138, filed Apr. 21,2003, entitled “METHOD AND APPARATUS FOR EMPLOYING FLAT RATE PLAY”;

U.S. Patent Application Publication No. 20040147308, filed Aug. 7, 2003,entitled “SYSTEM AND METHOD FOR COMMUNICATING GAME SESSION INFORMATION”;

U.S. Provisional Application No. 60/600,211, filed Aug. 10, 2004,entitled “SYSTEMS, METHODS AND APPARATUS FOR ADMINISTERING GAMINGCONTRACTS”; and

U.S. Provisional Application No. 60/637,338, filed Dec. 17, 2004,entitled “GAMING DEVICE OFFERING A FLAT RATE PLAY SESSION AND METHODSTHEREOF”; the entirety of each of these related patents and applicationsis incorporated herein by reference for all purposes.

FIELD OF THE INVENTION

The present invention relates to a gaming device and more particularlyto a gaming device adapted to provide game play through the sale of asession.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram illustrating an example network environmentaccording to some embodiments of the present disclosure.

FIG. 2 is a diagram illustrating an example server according to someembodiments of the present invention.

FIG. 3 is a diagram illustrating an example gaming device according tosome embodiments of the present disclosure.

FIG. 4 is a table illustrating an example data structure of aprobability database for use in some embodiments of the presentinvention.

FIG. 5 is a table illustrating an example data structure of a payoutdatabase for use in some embodiments of the present disclosure.

FIG. 6 is a table illustrating an example data structure of a playerdatabase for use in some embodiments of the present invention.

FIGS. 7A-B are tables illustrating example data structures of anallowable negative balance database according to some embodiments of thepresent disclosure.

FIG. 8 is a table illustrating an example data structure of a negativeplay database for use in some embodiments of the present invention.

FIG. 9 is an illustration of an exemplary gaming device display screenoutput.

FIG. 10 is an illustration of an exemplary gaming device display screenoutput.

FIGS. 11A-11B are illustrations of exemplary gaming device displayscreen outputs.

FIG. 12 is an illustration of an exemplary gaming device display screenoutput.

FIG. 13 is a flow chart illustrating a process for adjusting a balancesuch that it results in a negative balance according to some embodimentsof the present disclosure.

FIG. 14 is an exemplary method for controlling coin-in and coin-outmeters.

FIG. 15 is an alternate exemplary method for controlling coin-in andcoin-out meters.

FIG. 16 is an exemplary structure for a gaming device with a conditioncomparator used with the coin-in and coin-out meters.

FIG. 17 is another exemplary method for controlling coin-in and coin-outmeters.

DETAILED DESCRIPTION OF THE INVENTION

Gaming devices (e.g., reeled slot machines or video poker machines)generate more than $15 billion per year in revenue for casinos in theUnited States alone. Increased playing duration, average wager and ratesof play are key factors contributing to the profitability of the slotfloor of a casino—the more patrons play gaming devices, the more profita casino stands to generate. Accordingly, an ongoing need exists formethods that increase a sense of excitement players may feel inassociation with gaming devices, such as by introducing new or improvedfeatures or methods of play.

The present disclosure contemplates allowing players to operate a gamingdevice while having what is effectively negative equity in the gamingdevice. In particular, the player may have negative credits (or theequivalent). Use of such negative credits raises the question as to howthe gaming device should account for wagers that use these negativecredits and how winning awards that offset such negative credits shouldbe accounted. The present disclosure introduces the concept of aconditional coin-in meter and a conditional coin-out meter to the gamingdevice where the meter counts coin-in at a first value if the player iswagering using normal credits and at a second value if the player iswagering using negative credits (i.e., the condition of the meter is thecurrent credit balance for the player). Likewise, the present disclosureintroduces a conditional coin-out meter that counts coin-out at a firstvalue if the player has a negative balance before the winning award anda second value if the player has a positive balance before the winningaward.

Before addressing specific methods of implementing embodiments of thepresent disclosure, an overview of the hardware and methodologiesassociated with negative balances is provided. Equipped with thisinformation, the reader will be better able to understand use andoperation of the conditional meters introduced by the presentdisclosure. The conditional meters and their use are presented beginningwith reference to FIG. 14.

Embodiments of the present disclosure may be configured to work in anetwork environment 10 (e.g., see FIG. 1) including a computer such as acasino server 12 (e.g., see FIG. 2) that is in communication, via acommunications network 14, with one or more devices, such as gamingdevices 16 (e.g., slot machines, video poker machines), kiosks, casinopersonnel devices, merchant point-of-sale (POS) terminals, componentdevices (e.g., display screens), peripheral devices (e.g., card readers)and so on. The casino server 12 may be a control system as that term isdefined in the Rules of Interpretation set forth below. Thecommunications network 14 may be a network as that term is defined inthe Rules of Interpretation below. Each of the devices may include itsown control system or be operated from a remote control system. Anynumber and type of devices 16 may be in communication with the casinoserver 12.

The casino server 12, better illustrated in FIG. 2 may include aprocessor 18, one or more input and output devices 20, a timer 22,memory 24, with programs 26 and databases 28 therein. Additionally, thecasino server 12 may be connected to the network 14 through acommunication port 30 as is well understood. The processor 18 may be aprocessor as that term is defined in the Rules of Interpretation setforth below. The input and output devices 20 may be elements such as akeyboard, display, mouse, or the like as is well understood. The timer22 may be a clock or other device as is well understood.

The gaming device 16 (e.g., see FIG. 3) may be implemented as a systemcontroller, a dedicated hardware circuit, an appropriately programmedgeneral-purpose computer, or any other equivalent electronic, mechanicalor electromechanical device. In various embodiments, a gaming device 16may comprise, for example, a personal computer (e.g., which communicateswith an online casino Web site), a telephone (e.g., to communicate withan automated sports book that provides gaming services), or a portablehandheld gaming device (e.g., a cellular telephone, a mobile terminal,or other device similar to a personal digital assistant (PDA)). Thegaming device 16 may comprise any or all of the gaming devices of theaforementioned systems. For example, in some embodiments, a gamingdevice may comprise a wireless handheld device similar to the WifiCasinoGS offered by Diamond I Technologies of Baton Rouge, La. In someembodiments, a user device such as a PDA or cell phone may be used inplace of, or in addition to, some or all of the components of the gamingdevice 16 rather than be the entirety of the gaming device 16.

The gaming device 16 comprises a processor 32, which may be a processoras defined in the Rules of Interpretation. The processor 32 is operableto communicate with a random number generator 38, which may be acomponent of the gaming device 16. The random number generator 38, inaccordance with at least one embodiment of the present invention, maygenerate data representing random or pseudo-random values (referred toas “random numbers” herein). The random number generator 38 may generatea random number, for example, every predetermined unit of time (e.g.,every thousandth of a second) or in response to an initiation of a gameon the gaming device. In the former embodiment, the generated randomnumbers may be used as they are generated (e.g., the random numbergenerated at substantially the time of game initiation is used for thatgame) and/or stored for future use. A random number generated by therandom number generator 38 may be used by the processor to determine,for example, at least one of an outcome and payout. A random numbergenerator 38, as used herein, may be embodied as a processor separatefrom but working in cooperation with the processor 32. Alternatively,the random number generator 38 may be embodied as an algorithm, programcomponent 44, or software stored in the memory 40 of the gaming device16 and used to generate a random number. Note that, although thegeneration or obtainment of a random number is described herein asinvolving a random number generator 38 of a gaming device 16, othermethods of determining a random number may be employed. For example, agaming device owner or operator may obtain sets of random numbers thathave been generated by another entity. HotBitS™, for example, is aservice that provides random numbers that have been generated by timingsuccessive pairs of radioactive decays detected by a Geiger-Muller tubeinterfaced to a computer. A blower mechanism that uses physical ballswith numbers thereon may be used to determine a random number byrandomly selecting one of the balls and determining the number thereof.

Of course, as would be understood by one of ordinary skill in the art, arandom number generator 38 may be stored in a device other than a gamingdevice 16. For example, in some embodiments, a gaming device 16 mayreceive random numbers and/or any other data related to the random orpseudo-random determination of an outcome from a separate device, suchas the casino server 12. It should be noted that such embodiments may beadvantageous in environments or jurisdictions wherein the “centraldetermination” of outcomes is required by regulation or otherwisepreferred.

The processor 32 may also be operable to communicate (e.g., via aprotocol such as GDS) with various component devices associated with thegaming device 16, including but not limited to benefit output devices(not illustrated), output devices 36, input devices 34 and/orinput/output devices (such as a touch screen display).

In some embodiments, a benefit output device may be a component ofgaming device 16. The benefit output device may comprise one or moredevices for outputting a benefit to a player of the gaming device 16.For example, in one embodiment the gaming device 16 may provide coinsand/or tokens as a benefit. In such an embodiment the benefit outputdevice may comprise a hopper and hopper controller, for dispensing coinsand/or tokens into a coin tray of the gaming device 16. In anotherexample, the gaming device 16 may provide a receipt or other document onwhich there is printed an indication of one or more benefits (e.g., acashless gaming ticket as is known in the art). In such an embodiment,the benefit output device may comprise a printing and documentdispensing mechanism. In yet another example, the gaming device 16 mayprovide electronic credits as a benefit (which, e.g., may besubsequently converted to coins and/or tokens and dispensed from ahopper into a coin tray). In such an embodiment, the benefit outputdevice may comprise a credit meter balance and/or a processor thatmanages the amount of electronic credits that is indicated on a displayof a credit meter balance. In yet another example, the gaming device 16may credit a monetary amount to a financial account associated with aplayer as a benefit provided to a player. The financial account may be,for example, a credit card account, a debit account, a charge account, achecking account, or a casino account (e.g., an account from which theplayer may access cashable and/or non-cashable funds using a playertracking card or smart card). In such an embodiment the benefit outputdevice may comprise a device for communicating with a server on whichthe account is maintained. Note that, in one or more embodiments, thegaming device 16 may include more than one benefit output device. Forexample, the gaming device 16 may include both a hopper and hoppercontroller combination and a credit meter balance. Such a gaming device16 may be operable to provide more than one type of benefit to a playerof the gaming device 16. A single benefit output device may be operableto output more than one type of benefit. For example, a benefit outputdevice may be operable to increase the balance of credits in a creditmeter and communicate with a remote device in order to increase thebalance of an electronic financial account associated with a player.

The processor 32 may also be operable to communicate with various outputdevices 36. In some embodiments, an output device 36 comprises a displayas that term is defined in the Rules of Interpretation set forth below.In one or more embodiments, a gaming device 16 may comprise more thanone display device. For example, a gaming device 16 may comprise an LCDdisplay for displaying electronic reels and a display area that displaysrotating mechanical reels. The display device may comprise, for example,one or more display areas. For example, one of the display areas (e.g.,a primary game screen) may display outcomes of games played on thegaming device (e.g., electronic reels of a gaming device). Another ofthe display areas (e.g., a secondary game screen) may display rules forplaying a game of the gaming device 16, or activity related to asecondary or bonus game. Yet another of the display areas may displaythe benefits obtainable by playing a game of the gaming device 16 (e.g.,in the form of a payout table). As described further herein, in someembodiments, a property (e.g., color, level of brightness, orientation,etc.) associated with such a display area may be altered if a creditbalance is in a particular state (e.g., a negative state).

The processor 32 may also be in communication with one or more otheroutput devices 36 besides the display device (e.g., for outputtinginformation to a person or another device). Such other one or moreoutput devices 36 may also be components of a gaming device 16. Suchother one or more output devices may comprise, for example, an audiospeaker (e.g., for outputting an outcome or information related thereto,in addition to or in lieu of such information being output via a displaydevice); headphones; an infra-red transmitter; a radio transmitter; anelectric motor; a printer (e.g., such as for printing cashless gamingtickets); a dispenser for outputting pre-printed coupons, tickets orvouchers; an infrared port (e.g., for communicating with a second gamingdevice or a portable device of a player); one or more universal serialbus (USB) ports; a Braille computer monitor; and a coin or billdispenser. For gaming devices 16, common output devices include acathode ray tube (CRT) monitor on a video poker machine, a bell on agaming device (e.g., rings when a player wins), one or more LED displaysof a player's credit balance on a gaming device, an LCD display of apersonal digital assistant (PDA) for displaying keno numbers.

The processor 32 may also be in communication with one or more inputdevices 34, which may be capable of receiving an input (e.g., from aplayer or another device) and which may be a component of gaming device16. Alternately or additionally, an input device 34 may communicate withor be part of another device (e.g., a server, a gaming device, etc.).Some examples of input devices include: a bar-code scanner, an opticalscanner configured to read other indicia of a voucher or cashless gamingticket, a CCD camera, a magnetic stripe reader (e.g., for reading dataencoded upon a player tracking card), a smart card reader (e.g., forreading data stored upon a smart card), a computer keyboard or keypad, abutton, a handle, a lever, a keypad, a touch-screen, a microphone, aninfrared sensor, a voice recognition module, a coin or bill acceptor, asonic ranger, a computer port, a video camera, a motion detector, adigital camera, a network card, a universal serial bus (USB) port, a GPSreceiver, a radio frequency identification (RFID) receiver, an RFreceiver, a thermometer, a pressure sensor, an infrared port (e.g., forreceiving communications from a second gaming device or from a anotherdevice such as a smart card or PDA of a player), and a weight scale. Forgaming devices 16, common input devices include a button or touch screenon a video poker machine, a lever or handle connected to the gamingdevice, a magnetic stripe reader to read a player tracking card insertedinto a gaming device, a touch screen for input of player selectionsduring game play, and a coin and bill/ticket acceptor.

The processor 32 may also be in communication with a payment system,which may be a component of the gaming device 16. The payment system isa device capable of accepting payment from a player (e.g., a bet orinitiation of a balance) and/or providing payment to a player (e.g., apayout). Payment is not limited to money, but may also include othertypes of consideration, including products, services, and alternatecurrencies. Exemplary methods of accepting payment by the payment systeminclude (i) receiving hard currency (i.e. coins or bills), andaccordingly the payment system may comprise a coin or bill acceptor;(ii) receiving an alternate currency (e.g., a paper cashless gamingticket, an electronic credit, a coupon, a non-negotiable token), andaccordingly the payment system may comprise a bar code reader or othersensing means; (iii) receiving a payment identifier (e.g., a credit cardnumber, a debit card number, a player tracking card number, a financialaccount identifier) and debiting the account identified by the paymentidentifier; and (iv) determining that a player has performed avalue-added activity (e.g., participating in surveys, monitoring remoteimages for security purposes, referring friends to the casino).

In some embodiments, a gaming device 16 may comprise components capableof facilitating both input and output functions (i.e., input/outputdevices). In one example, a touch-sensitive display screen comprises aninput/output device (e.g., the device outputs graphics and receivesselections from players). In another example, the processor 32 maycommunicate with a “ticket-in/ticket-out” device configured to dispenseand receive cashless gaming tickets as is known in the art. Such adevice may also assist in (e.g., provide data so as to facilitate)various accounting functions (e.g., ticket validation and redemption).For example, any or all of a gaming device 16, kiosk and casinopersonnel device maintained at a cashier cage may (i) comprise such abenefit input/output device, and/or (ii) communicate with the casinoserver 12 that manages the accounting associated with suchticket-in/ticket-out transactions (e.g., so as to track the issuance,redemption and expiration of such vouchers). One example of suchticket-in/ticket-out technology, the EZ Pay™ system, is manufactured byInternational Gaming Technology, headquartered in Reno, Nev.

It should be appreciated that one or more embodiments may includestoring graphic and/or sound elements that are used to construct a menuof options available for a player's selection via a touch screen. Theseelements may be stored in any memory unit as described in the Rules ofInterpretation. The menu may be displayed via any suitable display. Inone embodiment, the menu may be implemented using only dedicatedelectromechanical switches. In one embodiment, a player operates aninput device 34 of the gaming device 16 to cause such a menu to bedisplayed. In one embodiment, a gaming device 16 includes a touch screenand a touch screen controller (not shown) associated with a videomonitor display device. The touch screen and touch screen controller maybe operable to communicate with a video controller of the video monitordisplay device and a processor (e.g., processor of gaming device). Thus,a player may be enabled to indicate decisions by touching the touchscreen in the appropriate places. In some embodiments, display of themenu of player options may preempt display of other information. Forexample, in one embodiment the same display device or screen used todisplay game play elements (e.g., video reels of a slot machine) duringactive game play may be used to provide a menu of available options. Inanother embodiment, a dedicated display device or screen may be used todisplay a menu of available options on a continuous, periodic, or otherbasis.

Of course, as would be understood by one of ordinary skill in the art, agaming device 16 may comprise various combinations of such componentdevices. For example, in one or more embodiments, the gaming device 16may include more than one display device, one or more other outputdevices, several input devices, and so on (e.g., two display screens,two audio speakers, a ticket-in/ticket-out device and several buttons).

The processor 32 may also communicate with a memory 40 and acommunications port 48 (e.g., so as to communicate with one or moreother devices). The memory 40 may be a computer readable memory as thatterm is defined in the Rules of Interpretation. The processor 32 and thememory 40 may each be, for example: (i) located entirely within a singlecomputer or other device; or (ii) connected to each other by a remotecommunication medium, such as a serial port cable, telephone line orradio frequency transceiver. In one embodiment, the gaming device 16 maycomprise one or more devices that are connected to a remote servercomputer for maintaining databases.

The memory 40 stores a program 42 for controlling the processor 32. Theprocessor 32 performs instructions of the program 42, and therebyoperates in accordance with the present disclosure, and particularly inaccordance with the methods described in detail herein. The program 42may be stored in a compressed, uncompiled and/or encrypted format. Theprogram furthermore includes program elements that may be necessary,such as an operating system, a database management system and “devicedrivers” for allowing the processor to interface with computerperipheral devices. Appropriate program elements are known to thoseskilled in the art, and need not be described in detail herein.

Various forms of computer readable media may be involved in carrying oneor more sequences of one or more instructions to the processor 32 (orany other processor of a device described herein) for execution. Forexample, the instructions may initially be borne on a magnetic disk of aremote computer. The remote computer can load the instructions into itsdynamic memory and send the instructions over a telephone line using amodem. A modem local to a gaming device (or, e.g., a server) can receivethe data on the telephone line and use an infrared transmitter toconvert the data to an infrared signal. An infrared detector can receivethe data carried in the infrared signal and place the data on a systembus for the processor. The system bus carries the data to main memory,from which the processor retrieves and executes the instructions. Theinstructions received by main memory may optionally be stored in memoryeither before or after execution by the processor. In addition,instructions may be received via a communication port as electrical,electromagnetic or optical signals, which are exemplary forms of carrierwaves that carry data streams representing various types of information.Thus, the gaming device 16 may obtain instructions in the form of acarrier wave.

According to one embodiment, the instructions of the program may be readinto a main memory from another computer-readable medium, such from aROM. Execution of sequences of the instructions in program causesprocessor perform the process steps described herein. In alternateembodiments, hard-wired circuitry may be used in place of, or incombination with, software instructions for implementation of theprocesses of the present invention. Thus, embodiments of the presentdisclosure are not limited to any specific combination of hardware andsoftware. As discussed with respect to aforementioned systems, executionof sequences of the instructions in a program of a peripheral device incommunication with the gaming device may also cause the processor toperform some of the process steps described herein.

The memory 40 may store one or more databases 44 described herein. Someor all of the data stored in each database 44 is also described. Thedescribed entries of the databases 44 represent exemplary informationonly; those skilled in the art will understand that the number andcontent of the entries can be different from those illustrated herein.Further, despite any description of the databases 44 as tables, anobject-based model could be used to store and manipulate the data typesof the present invention and likewise, object methods or behaviors canbe used to implement the processes of the present disclosure.

Where appropriate, a probability database 44A (e.g., see FIG. 4) may beutilized in the performance of the processes described herein. Aprobability database 44A may be stored in the data storage device intabular form, or any other appropriate database form, as is well knownin the art. The data stored therein may include a number of exemplaryrecords or entries, each defining a random number. Those skilled in theart will understand that the probability database 44 may include anynumber of entries. The tabular representation may also define fields foreach of the entries or records. The fields may specify: (i) a randomnumber (or range of random numbers) that may be generated by the randomnumber generator; and (ii) an outcome that indicates the one or moreindicia comprising the outcome that corresponds to the random number ofa particular record. A gaming device 16 may utilize a probabilitydatabase 44A to determine, for example, what outcome corresponds to arandom number generated by a random number generator 38 and to displaythe determined outcome. The outcomes may comprise the three symbols tobe displayed along the payline of a three-reel slot machine.

Further, where appropriate, a payout database 44B (e.g., FIG. 5) may beutilized in the performance of the processes described herein. A payoutdatabase 44B may be stored in the data storage device in tabular form,or any other appropriate database form, as is well known in the art. Thedata stored therein includes a number of example records or entries,each defining an outcome that may be obtained on a gaming device thatcorresponds to a payout. Those skilled in the art will understand thatthe payout database may include any number of entries. The tabularrepresentation also defines fields for each of the entries or records.The fields specify: (i) an outcome, which indicates the one or moreindicia comprising a given outcome; and (ii) a payout that correspondsto each respective outcome. The outcomes may be those obtained on athree-reel slot machine.

A gaming device 16 may utilize the payout database 44B to determinewhether a payout should be output to a player as a result of an outcomeobtained for a game. For example, after determining the outcome tooutput on the gaming device 16, the gaming device 16 may access thepayout database 44B to determine whether the outcome for output is oneof the outcomes stored as corresponding to a payout. If it is, thegaming device may provide the corresponding payout to the player.

Other arrangements of payout databases 44A and probability databases 44Bare possible. For example, the book “Winning At Slot Machines” by JimRegan (Carol Publishing Group Edition, 1997) illustrates examples ofpayout and probability tables and how they may be derived. The entiretyof this book is incorporated by reference herein for all purposes.

Additionally, where appropriate, a player database 44C (e.g., see FIG.6) may be utilized to store data associated with specific players. Aplayer database 44C may be used, for example, to store player wager dataso that players wagering over a given threshold in a given amount oftime may be rewarded for their patronage. The player database 44C mayalso contain other information that may be useful in, for example,promoting and managing player behaviors (e.g., information about theplayer's gaming preferences, gaming sessions, outstanding debts, lodgingarrangements, and the like). Further, the player database 44C may storedata regarding a given player's standing in a game session or bonusgame, so that the player can continue the game session or bonus game ata plurality of game machines 16 that have common access to the playerdatabase 44C. Such player data may be stored in a relational databaseand retrieved or otherwise accessed by the processor after receiving a“key” data point from the player, such as a unique identifier read fromthe player's player tracking card and/or cashless gaming ticket.

Note that, although these databases 44 may be described as being storedin a gaming device 16, in other embodiments some or all of thesedatabases 44 may be partially or wholly stored in another device, suchas one or more of the peripheral devices, the peripheral device server,casino server 12 (as databases 28), kiosks, casino personnel devices,merchant POS terminals, and so on. Further, some or all of the datadescribed as being stored in the databases 44 may be partially or whollystored (in addition to or in lieu of being stored in the memory of thegaming device) in a memory of one or more other devices, such as one ormore of the peripheral devices, another gaming device, the peripheraldevice server and/or the casino server 12.

Player Tracking and Accounting

As described, in some embodiments, the gaming device 16 may comprise areader device for reading data from player tracking cards and/or smartcards, such that (i) players may be identified, and (ii) various dataassociated with players may then be determined (e.g., a number ofcredits of a certain type; a number of accumulated loyalty points; anumber of accumulated game elements such as symbols, cards or hands;etc.). In one example, a card reader device may determine an identifierassociated with a player (e.g., by reading a player tracking cardcomprising an encoded version of the identifier), such that the gamingdevice 16 may then access data (e.g., of a player database 44C, asdescribed) associated with the player. In another example, a smart cardreader device may determine data associated with a player directly byaccessing a memory of an inserted smart card.

Thus, as known in the art, “smart cards” may incorporate (i) a memory,and (ii) means for accessing such a memory. For example, in oneembodiment, the memory may store data related to aspects of the presentinvention. In one embodiment, data may be written to the smart card as aplayer plays one or more gaming devices 16 (e.g., such that various datamay be updated on a continuous, periodic or event-triggered bases).Accordingly, in one or more embodiments one or more devices operable tocarry out various processes of the present disclosure (e.g., a gamingdevice 16 or kiosk) may have associated therewith a smart card readerdevice, such that data may be read from the smart card pursuant to theexecution of such processes. An example of a smart card system that maybe used to implement one or more embodiments of the present invention isthe s-Choice™ Smart Card Casino Management System from Smart CardIntegrators, Inc.™.

Further, as known in the art, the gaming device 16 may comprise a playertracking module comprising (i) a card reader (e.g., a port into whichplayer tracking cards may be inserted), (ii) various input devices(e.g., a keypad, a touch-screen), (iii) various output devices (e.g., asmall, full-color display screen), and/or (iv) combinations thereof(e.g., a touch-sensitive display screen that accommodates both input andoutput functions). Various commercially available devices may besuitable for such an application, such as the NextGen™ interactiveplayer tracking panel manufactured by IGT or the iVIEW display screenmanufactured by Bally® Gaming and Systems.

Of course, other non-card-based methods of identifying players arecontemplated. For example, a unique identification code may beassociated with the player. The player may then be identified uponproviding the code. For example, the code may be stored (e.g., within adatabase maintained within the gaming device 16 and/or the casino server12) such that the player may enter the code using an input device 34 ofa gaming device 16, and accordingly be identified. Alternately oradditionally, player biometrics may serve as identification means (e.g.,a player is identified via a thumbprint or retinal scan). In furtherembodiments, a barcode of a cashless gaming ticket may encode a playeridentifier. In still other embodiments, the player identifier may bestored on or associated with an RFID transponder.

Thus, as described, various data associated with a player may be trackedand stored (e.g., in an appropriate record of a centrally-maintainedplayer database 44C), such that it may be accessed as desired (e.g.,when determining promotional offers or rewards to be provided toplayers, when determining the status of player with respect to aparticular game or period of gambling activity, and so on). Further,various statistics may be measured in association with a player (e.g.,coin-in statistics, win/loss statistics) and similarly accessed.

Various systems for facilitating such monitoring are contemplated. Forexample, a two-wire system such as one offered by International GamingSystems (IGT) may be used. Similarly, a protocol such as the IGT SAS™ orSuperSAS™ protocol may be used. The SAS™ and SuperSAS™ protocols allowfor communication between gaming machines 16 and slot accounting systemsand provide a secure method of communicating all necessary data suppliedby the gaming device to the online monitoring system. One aspect of theSAS™ and SuperSAS™ protocols that may be beneficial in implementingaspects of the present invention are the authentication function whichallow operators and regulators to remotely interrogate gaming devices 16for important memory verification information, for both game programs,and peripheral devices. In another example, a one-wire system such asthe OASIS™ System offered by Aristocrat Technologies™ or the SDSslot-floor monitoring system offered by Bally Gaming and Systems™ may beused. Each of the systems described above is an integrated informationsystem that continually monitors slot machines and customer gamingactivity. Thus, for example, any one of these systems may be used tomonitor a player's gaming activity in order to determine playeroutcomes, coin-in statistics, win/loss statistics and/or any other datadeemed relevant.

Other Devices

In some embodiments, a kiosk (not shown) may be configured to execute orassist in the execution of various processes of the present invention.In some embodiments, a kiosk may comprise a processor and a memory asdescribed. A kiosk may also comprise various input devices (e.g., akeypad, a keyboard, a mouse, buttons, a port that receives playertracking cards, an optical scanner for reading barcodes or otherindicia, a CCD camera, etc.), output devices (e.g., a display screen,audio speakers, etc.), benefit output devices (e.g., a coin tray orprinter for printing cashless gaming tickets), combinations thereof(e.g., a “ticket-in/ticket-out” device, a touch-sensitive displayscreen, etc.), communications ports, and so on. Thus, a kiosk maycomprise many of the features and components of the gaming device 16,though the kiosk itself may not necessarily be configured to enablegambling activity as a primary function. A kiosk may communicate withany or all of (i) a server or central controller (casino server 12),(ii) a gaming device 16, (iii) an inventory/reservation system of acasino-maintained property (e.g., a hotel), (iv) casino personneldevices, (v) merchant POS terminals, and so on. A number of kiosks maybe stationed within casino premises (e.g., at various locations on aslot floor). In various embodiments, kiosks may execute or assist in theexecution of (i) determining and outputting a player status or othertypes of data described herein (e.g., a kiosk receives a player trackingcard, and outputs a number of accumulated reward which a player may beentitled to redeem), (ii) outputting payments to players (e.g., uponreceipt of cashless gaming tickets, player tracking cards, smart cards,etc.), and/or (iii) any other process described herein. Thus, such adevice may be configured to read from and/or write to one or moredatabases of the present invention. The memory of such a device maystore a program for executing such processes.

In some embodiments, various casino employees may be equipped with orotherwise utilize one or more casino personnel devices, such as personaldigital assistants (PDAs) or other computing devices (e.g., personalcomputer terminals). A casino personnel device may comprise variousinput devices (e.g., a keypad, a touch-sensitive display screen, a cardreader, an infrared bar code scanner, etc.), various output devices(e.g., an LCD screen), a processor, a memory and/or a communicationsport, as described herein with respect to other devices. In someembodiments, a casino personnel device may communicate with the gamingdevice 16, the casino server 12, kiosk, peripheral device, and/or aninventory/reservation system of a casino-maintained property (e.g., ahotel). Thus, a casino personnel device may be configurable to, amongother things, (i) read from and/or write to one or more databases of thepresent invention, (ii) assist in payments made to players (e.g., arepresentative “scans” a cashless gaming receipt and determines a valueassociated with the receipt, and if the receipt is valid, providespayment equal to the value), and/or (iii) execute or assist in theexecution of various other processes described herein. The memory ofsuch a device may store a program for executing such processes.

In some embodiments, various component devices (e.g., any or all of thebenefit output devices, output devices, input devices and/or inputoutput devices described herein) may be embodied as peripheral devices(not shown). For example, such devices may not necessarily be componentsof the gaming device 16, though they may be configured in such a mannerso as to communicate with one or more gaming device processors 32 or anyother devices described herein. For example, a peripheral device such asa large display device may be associated with a plurality of gamingdevices 16, and thus may not necessarily be considered a component ofany one gaming device 16. Further, in some embodiments, certainperipheral devices such as card readers may be interchangeable betweengaming devices 16, and thus may be considered a component of a firstgaming device 16 while connected thereto, removed from the first gamingdevice 16, then connected to a second gaming device 16, and so on. Insome embodiments, a peripheral device such as a USB-based portablememory device may store (i) one or more databases described herein,and/or (ii) a program for executing one or more process steps describedherein. Such a peripheral device may then be utilized by casinopersonnel for upgrading/retrofitting existing gaming devices asdescribed herein.

Retrofitting Existing Gaming Devices

In one or more embodiments, enabling gaming device 16 play wherein acredit balance may be negative, may be practiced by replacing and/oraugmenting one or more components (e.g., hardware and/or softwarecomponents) of an existing gaming device 16. Thus, in one or moreembodiments, a retrofit or upgrade to existing gaming devices currentlyavailable for play within various casinos may be used.

For example, a memory 40 (e.g., computer chip) of the gaming device 16may be replaced or added, the replacement or additional memory 40storing a program 42 for instructing the processor 32 of the gamingdevice 16 to operate in accordance with one or more embodiments. Inanother example, data output via the gaming device 16 (e.g., graphicaland/or textual data displayed on the gaming device) may be replaced oradded.

In a specific example, the gaming device 16 may comprise variouselectronic components mounted to one or more printed circuit boards(PCBs). Such components may include various hardware described herein,such as a communications port 48 and various controllers of peripheraldevices (e.g., a display controller), as well as a memory 40 for storingprogramming instructions (software) and a processor 32 for carrying outsuch instructions. One form of memory commonly found gaming devices iselectronically erasable programmable read-only memory or erasableprogrammable read-only memory (EEPROM or EPROM). Thus, in one or moreembodiments of the present invention, an EEPROM storing software withinstructions related to the present disclosure (as well as instructionsfor carrying out other functions traditionally performed by the gamingdevice) may replace an EEPROM previously installed in a gaming device16, such that the gaming device 16 may be configured to operate inaccordance with various processes of the present disclosure.

For example, a “negative credit game play module” may be made availablefor purchase to various casino operators. The module, which may comprisevarious hardware and software (e.g., an EEPROM storing softwareinstructions), may be installed in an existing gaming device 16 (e.g., avideo-reel slot machine, a video poker machine, etc.), such that whenthe module is installed, players of the device may elect (i) to play agame offered by the gaming device that does not incorporate aspects ofthe present disclosure, or (ii) to play a game offered by the gamingdevice in a manner that utilizes aspects of the present disclosure.Thus, players who are familiar with the games offered by various gamingdevices may elect to pay for them in a different or similar manner asthey are accustomed to.

Accordingly, the gaming device 16 may be configured to allow a player toselect one of two “modes” of the gaming device 16, and to enable theselected mode. If a player selects a “standard” mode, the gaming device16 may be configured to operate in a manner similar to how it operatedbefore the installation of the module (e.g., the gaming device 16operates in a conventional manner, such that aspects of the presentdisclosure may not be utilized). If a player selects a “negative creditgame play” mode, the gaming device 16 may then be operable to executegame play in accordance with one or more aspects of the presentdisclosure.

In one example of allowing a player to select one or more modes, atouch-sensitive display screen may be configured to output a prompt(e.g., a menu screen, as described) asking a player to select a mode ofoperation. Such a prompt may be output in occurrence to various triggerconditions (e.g., coins, bills or tickets are inserted; a credit balanceincreases from zero to some other number; a player presses a “play”button; a motion, weight, infrared or other sensor detects the presenceof a player; etc.). Accordingly, a player may select a mode of operation(e.g., by pressing an appropriately labeled icon of a touch-sensitivedisplay screen), and upon receiving the player's selection, the gamingdevice 16 may be configured to operate in the selected mode.

In other embodiments, as described, a peripheral device may be usefulfor implementing one or more embodiments of the present disclosure intothe operation of a conventional gaming device. For example, in order toavoid or minimize the necessity of modifying or replacing a programalready stored in a memory of a conventional gaming device, an externalor internal module that comprises a peripheral device may be insertedin, connected to or otherwise associated with the gaming device. Forexample, a separate output device for tracking negative credits may beimplemented.

In still further embodiments, rather than configure existing gamingdevices to execute aspects of the present disclosure by installing orconnecting new hardware and/or software, software may be downloaded intoan existing memory of one or more gaming devices. U.S. Pat. No.6,805,634 to Wells et al. teaches methods for downloading data to gamingdevices in such a manner. The entirety of U.S. Pat. No. 6,805,634 isincorporated by reference herein for all purposes. Thus, in someembodiments, an existing gaming device may be reprogrammed toaccommodate new functionality of the present invention without the need,or by minimizing the need, to remove and replace hardware within thegaming device.

Following is a description of process steps (see FIG. 13) which may beperformed by, for example, (i) the gaming device 16, (ii) the casinoserver 12, (iii) devices operatively connected to gaming devices 16and/or casino server 12 (e.g., retrofitted hardware devices, otherdevices such as kiosks or casino personnel devices, etc.), and (iv) anycombination thereof. Thus, although the following description discussesthe steps as performed by the gaming device 16, it is contemplated thatthe steps may be performed by any combination of the devices andcomputers described herein. Additionally, it should be understood thatthe steps may be performed in any order, and thus are not limited to theorder in which they are described.

In some embodiments, a current credit balance associated with the gamingdevice 16 may be determined (block 100). As described, in someembodiments, the memory 40 may store such a balance of credits. Thus, insome embodiments, block 100 may comprise accessing the memory 40 todetermine a current balance of credits. As described, such a memory 40storing a balance of credits may be maintained by one or more of avariety of devices described herein, including but not limited to agaming device 16, casino server 12, peripheral device, a smart card, andso on.

In some embodiments, determining a current credit balance may comprisedetermining a net credit balance (e.g., “net balance,” “net currentbalance,” “total balance,” “total current balance,” and so on), whichmay be determined by comparing credit balances of a first and secondtype. In some embodiments, such credit balances of different types mayalso then be stored in memory 40 (a first memory stores credit balancesof both types, balances are stored in separate memories, and so on).

In one such example, as described, a secondary type of credits mayoffset, negate reduce or otherwise impact (negatively or positively) thevalue of a first type of credits. For example, as described, in someembodiments, “loaned” credits are subtracted from “standard” credits.For example, a player may have a balance of credits of a primary type(e.g., 12 standard game credits), as well as a balance of credits of asecondary type (e.g., 17 loaned game credits). However, the credits ofthe secondary type may reduce the value of credits of the primary typeat a one-to-one ratio (though other ratios are contemplated). Forexample, the player has earned 12 standard credits but owes 17 loanedcredits, the player's net balance may be −5. It should be noted that,throughout the present disclosure, various terms may be associated withsuch a secondary type of credits so as to illustrate their nature asexplained in the Rules of Interpretation set forth below. Further, insome instances, such credits may be thought of as “debits” or reductionsagainst a total balance.

It should be noted that, in one embodiment, a credit that may becategorized as a “loaned” credit may be a credit that is provided to aplayer without the player having to first provide considerationtherefore and which credit the player may be required to repay via aprimary credit the player may win as a result of a game play of a gamingdevice. However, in at least one embodiment, the player is not requiredto repay such a loaned credit via other means. Thus, for example, if aplayer is loaned ten (10) credits without first having to provideconsideration therefore, any credits the player may win as a result ofan outcome of a gaming device while wagering with such loaned creditsmay be used to repay the loaned credits. However, should the player enda play session without having won enough credits to repay the entiretyof the loaned ten (10) credits, in at least one embodiment the player isnot required to provide any consideration as a means of repayment of anyremainder of the loaned ten credits that has not yet been repaid via theplayer's winnings.

In some embodiments, such credits may be accumulated or otherwisereceived in a variety of manners. For example, in one embodiment, asdescribed further herein, if by result of a wager, a positive balance ofa first type of credits (e.g., standard game credits) would be reducedto a negative amount, rather than display such a balance as a negativebalance of the first type (e.g., a negative balance of standard gamecredits, such as −7), a separate meter may indicate a positive amount ofcredits of a secondary type (e.g., 7 loaned credits are accumulated). Inother examples, such credits may be accumulated (i) based on theoccurrence of one or more particular game results (e.g., reels of a slotgame resolve to “−10−10−10”, such that 10 credits are subtracted from aprimary balance or added to a secondary balance), (ii) through aplayer's failure (or success) in complying with a particularpredetermined rule governing play (e.g., a player fails to maintain acertain rate of play, such as 10 spins per minute, and therefore ispenalized one credit), (iii) based on the play associated with anotherplayer and/or gaming device (e.g., if a first player receives 10credits, a second player loses 10 credits), and so on. In variousembodiments, negative credits may comprise (i) credits of a balance thatis currently less than zero, or (ii) a positive amount of credits thatnegatively affect (negates, offsets, reduces the value of) another typeof credits (e.g., “loaned” credits reduce the value of “standard”credits).

Thus, it is contemplated that block 100 may be preformed in a variety ofmanners. For example, in some embodiments, the gaming device 16 mayutilize credits of only one particular type (though a balance associatedtherewith may be negative or positive), and accordingly, block 100 maycomprise accessing a memory 40 to determine a current balance. In otherembodiments, the gaming device 16 may utilize credits of more than oneparticular type, and determining a current balance in block 100 may thencomprise comparing a plurality of credit balances that may have aneffect on one another, so as to determine a net balance.

In some embodiments, a wager amount may be determined (block 200) afterreceiving an input from a player. For example, a player may actuate oneor more input devices 34 so as to indicate a wager amount, which may beassociated with one or more game starts. For example, a player mayindicate a wager amount by actuating one or more physical buttons or bypressing an area of a touch-sensitive display screen. In one example, aplayer may actuate a single input device 34 that indicates a wageramount (e.g., a physical button labeled “10 credits”). In anotherexample, a player may increment or decrement a desired wager amountusing one or more input devices 34 (e.g., a player presses an area of atouch-sensitive display screen three times, increasing a wager amount tobe associated with an upcoming game play by three credits). Of course,as would be understood by one of ordinary skill in the art, variousother player selections or inputs made by a player may affect such awager amount. For example, a player may indicate a number of paylines ofa slot machine game that should be active (e.g., four paylines), or aplayer may indicate a number of hands of video poker to receive (e.g.,50 hands), and thereby a wager amount per payline or hand may bemultiplied by the number of paylines or hands to determine a total wageramount associated with a particular game play.

In some embodiments, a wager amount may not be determined until a playeractuates an input signaling that the player desires to execute a gamestart. For example, a player may actuate a “spin” button, andaccordingly, a wager amount may be determined based on previous inputsthe player may have entered (e.g., before pressing the spin button, theplayer selected a wager amount of three credits, the selected amountbeing stored in RAM). In another example, a player may actuate a singleinput device 34 that signals a wager amount and a desire to execute agame start (e.g., a player presses a “Bet Three Credits” button, uponwhich such a gaming device would normally be configured to execute agame play). Accordingly, in some embodiments, the gaming device 16 maybe programmed such that a game start may not be executed if the wageramount would result in a negative credit balance and such a creditbalance is not permissible, as will be described herein.

In some embodiments, a wager amount associated with a particular gamestart may be based on an input received prior to (e.g., several gameplays in advance of) a particular game start. For example, in someembodiments, the gaming device 16 may be configured to execute aplurality of game starts in a substantially automated manner (e.g.,without receiving player input with respect to the execution of eachgame play). Such apparatus and methods are taught in commonly-owned,co-pending U.S. patent application Ser. No. 10/331,438, filed Dec. 27,2002, entitled “METHOD AND APPARATUS FOR AUTOMATICALLY OPERATING A GAMEMACHINE,” the entirety of which is incorporated herein by reference forall purposes. For example, the gaming device 16 may be configured toautomatically execute 100 game starts, each at a wager amount of threecredits. Accordingly, for each of the game starts one through 100, oneor more process steps described herein may automatically be performed(e.g., for each game start, a current balance is determined, a wageramount is determined, a determination is made as to whether the wageramount would result in a negative balance, and so on).

Based on a wager amount determined in block 200 and a current balancedetermined in block 100, it may be determined whether placing the wageramount (e.g., deducting the wager amount from the current balance ofcredits) would result in a negative balance (e.g., a balance of creditsthat is less than zero) (block 300).

For example, in some embodiments, a current balance determined in block100 may comprise a positive balance of credits (e.g., 7 credits).Accordingly, in one such embodiment, determining whether a wager amountwill result in a negative balance may comprise determining whether apositive amount of credits (e.g., including or not including zero) willresult in any negative amount of credits (e.g., any number less thanzero). For example, if a current balance of credits is seven credits, itmay be determined that any wager amount of eight or more credits resultsin a negative balance. Thus, in some embodiments, if it is determinedthat a negative credit balance will result from a wager, the processproceeds to block 400.

In some embodiments, however, rather than determine whether any negativebalance will result from a wager, block 300 may instead comprisedetermining whether a specific negative balance will result from a wageramount. For example, block 300 may comprise determining, based on awager amount determined in block 200 and a current balance determined inblock 100, whether a balance will result that is (i) a specific negativenumber (e.g., −200), (ii) a negative number that is less than athreshold negative number (e.g., any number less than −50 credits),(iii) a negative number between a range of negative numbers (e.g.,between −101 and −200 credits), (iv) a negative number that is greaterthan a particular threshold number of credits less than a currentbalance (e.g., if a negative number that results from a wager is morethan 50 coins less than a current balance), and so on. Thus, it shouldbe noted that, in some embodiments, a current balance determined inblock 100 may comprise a negative balance, such that block 300 maycomprise determining whether a wager amount may result in a specificnegative number (e.g., a number that is more negative than a currentbalance), a negative that is less than a threshold negative number,(e.g., a current balance is −96 and a threshold is set at −100, suchthat if a player intends to wager more than five coins play may beprohibited), and so on.

Accordingly, if it is determined in block 300 that a negative balance(e.g., any negative balance, a particular negative balance, a negativebalance that is less than a threshold amount, and so on) will resultfrom a wager amount determined in block 200, block 400 may comprisedetermining whether or not it is permissible to allow a negative balanceof credits. Such a determination of whether or not it is permissible toallow a negative balance of credits may be based on one or more of avariety of factors.

Player Data. In some embodiments, such a determination may be based dataassociated with one or more players, such that a determination ofwhether or not to allow a negative credit balance may consider a playercurrently utilizing the gaming device 16. For example, in someembodiments, such a determination may be made based on data stored in adatabase such as a player database 44C. A player of a gaming device 16may be identified in any of a variety of manners as describedpreviously, such as by detecting the insertion of a player trackingcard, receiving a player identifier in some other manner (e.g., viabiometric means and/or receiving a PIN code), and so on, such that datameasured or tracked in association with a player may then be stored as arecord of an appropriate database (e.g., a database similar to theplayer database 44C).

Various player data may then be considered when determining whether ornot it is permissible to allow a negative balance, including but notlimited to (i) whether the player is a hotel guest (e.g., turning toFIG. 6, “Bob Jones” is a hotel guest, and therefore his balance isallowed to go negative); (ii) a status ranking associated with a player,which may be based on the player's historic play with a casino (e.g.,turning to FIG. 6, “Chet Williamson” is a “Tier 4” player, and thus hisbalance is allowed to go negative to any point, whereas “Bob Jones,”being only a “Tier 1” player, may not be permitted a negative balancegreater than −100 credits); (iii) whether or not the player has providedfinancial account information to the casino (e.g., has the playerprovided a credit card); (iv) whether the player has providedappropriate contact information (e.g., so long as a valid playertracking card is inserted, a negative balance may be permitted) and soon. It should be noted that any other types of data which may be trackedor measured in association with a player may be considered in a similarregard (e.g., a player's historic theoretical win, how much time aplayer has spent playing one or more casino games, and so on). Furtherfactors which may be considered are described in commonly-owned,co-pending U.S. application Ser. No. 10/852388, filed May 24, 2004,entitled “METHOD AND APPARATUS FOR PROVIDING ELECTRONIC CREDITS AT AGAMING DEVICE WITHOUT FIRST REQUIRING PAYMENT THEREFOR,” the entirety ofwhich is incorporated herein by reference for all purposes.

Of course, one of ordinary skill in the art would appreciate thatcombinations of such factors may be considered when making suchdeterminations. For example, a player's balance may be allowed to gonegative only if he is a hotel guest and has provided a valid creditcard. Further, it should also be appreciated that a consideration ofsuch data may impact not only a determination of whether or not topermit a negative credit balance at all, but may also impact adetermination of whether or not to permit a negative credit balancelower than a certain threshold, within a certain range, and so on.

Thus, in some embodiments, turning to an exemplary data structure of anallowable negative balance database 44D depicted by FIG. 7A, such adatabase 44D may be accessed in block 400 to determine whether or not anegative credit balance is allowed based on various conditions. Forexample, as shown by FIG. 7A, any negative balance up to −49 credits maybe allowed in conjunction with a particular gaming device 16 (e.g., agaming device 16 identified as GD-100001), so long as a player trackingcard has been inserted. In another example, a negative balance between−50 and −149 may be allowed only if a player has inserted a trackingcard and is at least a “Tier 1” member of a casino rewards program.

It should be appreciated that such player data may be stored in one ormore databases 44, which may be maintained by one or more devices (e.g.,gaming devices, servers, smart cards, etc.). In one embodiment, suchdata may be encoded onto a player tracking card or cashless gamingticket (e.g., such that when the ticket is read by a gaming device, thegaming device is programmed to interpret the encoded data and configureitself so as to allow a negative balance as indicated by the data).

Thus, such information associated with a player may be considered whendetermining whether or not to allow a negative credit balance. Such datamay be useful when such a determination is made during routinetransactional play of a gaming device, as opposed to situations whereinplayers may pre-pay for a session of a plurality of game starts (asdescribed). For example, if player has not pre-paid for a session, andthe player is allowed to generate a negative credit balance (e.g.,thereby placing wagers without first providing payment), then it may beadvantageous for a casino to collect and utilize player data such thatpayment may be provided (e.g., credits loaned to a player are charged toa hotel bill or credit card, and so forth).

Session Play Parameters. However, in some embodiments, as described, thegaming device 16 may be configured to receive a fixed price for a gamesession comprising a number of game starts (e.g., a $20 “contract”entitling the player to a predetermined amount of game play, such as anumber of handle pulls or a length of time). In some embodiments, it maybe determined in block 400 that it is permissible to allow a negativecredit balance (e.g., any negative credit balance, a credit balancebeneath a particular threshold, a particular negative credit balance,and so on) if a player has paid (or, for example, has previously agreedto pay but has not yet provided payment) a fixed price for a gamesession. For example, a fixed price charged to a player for such agaming session may be calculated so as to ensure profitability for acasino once a session concludes (and a player has been paid anywinnings), and built into such a calculation may be an analysis of thestatistical effects of allowing a negative credit balance. For example,based on repeated mathematical simulation, it may be conclusive that acasino can profitably offer, for a gaming device with givenprobabilities and payouts, a $20 flat-rate session comprising 200 spinsof a 25¢-per-spin slot game, wherein a player starts with a balance of80 credits, and is allowed to accumulate a negative balance withoutpenalty (e.g., the player pays no more than the $20 fixed priceregardless of “how negative” his balance is at the end of the session).

However, pursuant to maintaining the profitability of such fixed pricesessions or contracts, the gaming device 16 of the present disclosuremay be programmed with various rules for determining whether or not itis permissible to allow a negative credit balance (e.g., any negativecredit balance, a particular negative credit balance, and so on) givenvarious parameters of a fixed-price session or gaming contract in whicha player is engaged. It may be determined (e.g., by a gaming device)that a player is engaged in session play or contract play in a varietyof manners, including but not limited to (i) accessing a database 44 ofa gaming device 16, casino server 12 or other device to determine if thegaming device 16 and/or player is currently engaged in session play orcontract play; (ii) detecting the insertion of a player tracking card orother type of card indicating that session play or contract play isactive; (iii) receiving a signal from a separate device indicating thatsession play or contract play is active, such as the casino server 12;and so on. As stated, the above-referenced commonly-owned patents andapplications related to session play and gaming contracts providefurther appropriate description.

For example, in some embodiments, a determination of whether or not itis permissible to allow a negative credit balance (e.g., any negativecredit balance, a particular negative credit balance, any negativebalance for a particular period of time, and so on) may be based on anyor all of the following various parameters of a fixed-price session orgaming contract in which a player may be engaged:

-   -   + a price or other cost associated with a providing gaming        session or contract (e.g., if a fixed price of $20 or more for a        session has been received, a negative credit balance of up to        −300 credits may be allowed, whereas a larger negative balance        may be allowed if a larger flat payment has been received; if an        incremental session or contract fee of 1¢ per 25¢ wagered is        received, a negative credit balance of up to −200 credits may be        allowed, whereas a larger negative balance may be allowed if a        larger incremental payment has been received; and so on);    -   + a duration of session or contract, whether measured in units        of time or units of game play (e.g., during a one-hour session,        a player's balance may go as far negative as −100; during a        700-spin session, a player's balance may go as far negative as        −150; and so on);    -   + a duration remaining in a session or contract, whether        measured in units of time or units of game play (e.g., for the        first 50 hands of a 200-hand video poker session, a player may        be allowed to go as far negative as −100, though for the next 50        hands the player may be allowed to go as far negative as −150);    -   + a duration of a session or contract spent with a negative        credit balance (e.g., a player who has not spent any time “in        the negative” may be allowed a greater negative balance than a        player who has spent more time “in the negative”);    -   + attributes associated with game play executed by a player        during a session or contract (e.g., a video poker player who has        demonstrated more skill in executing strategically optimal        hold/discard decisions may be allowed a greater negative        balance);    -   + an average profit associated with offering a gaming session or        contract, methods of calculation for which are described in        co-pending U.S. Provisional Application. No. 60/679,138, filed        May 9, 2005, entitled “SYSTEMS, METHODS AND APPARATUS FOR        FACILITATING A FLAT RATE PLAY SESSION ON A GAMING DEVICE,” the        entirety of which is incorporated herein by reference for all        purposes (e.g., if an average profit associated with a session        is $6.75, a player may be allowed a negative balance of up to        −60 credits, whereas if an average profit associated with a        session is $12.75, a player may be allowed a negative balance of        up to −120 credits); and/or    -   + a credit line extended to a player (e.g., a player with a        credit line of $1,000 may be allowed any negative balance equal        to or less than −500 credits on a $1 denomination slot machine).

Thus, such session or contract parameters may be considered whendetermining in block 400 whether or not it is permissible to allow anegative credit balance. For example, in some embodiments, the gamingdevice 16 may be programmed such that if a player is engaged in sessionplay or contract play, rules governing the allowance of a negativebalance may be enforced based on the type of session or contract that isactive (e.g., different sessions or contracts provided to players thatare characterized by similar parameters may be thought of as sessions orcontracts of the same type). For example, in some embodiments, adatabase 44E (see FIG. 7B) may correlate an identifier of a type ofsession or contract to (i) an allowable negative credit balance, and/or(ii) one or more conditions that may apply to the allowance of thenegative credit balance. Turning specifically to FIG. 7B, if a player isengaged in gaming session GS-100001, the player may have no restrictionon how far negative his balance may go. If a player is engaged in gamingsession GS-100002, the player may be allowed a negative balance of up to−400 credits, for the duration of the session (e.g., thus, adetermination to allow a negative credit balance may be based on whetheror not a player is engaged in a gaming session). If a player is engagedin gaming session GS-100003, the player may be allowed a negativebalance of up to −200 for the first 100 spins and a negative balance ofup to −300 for the second 200 spins of the session. It should beappreciated that such conditions may be imposed in consideration of anyof the above-described gaming session or contract parameters (e.g., aplayer may be allowed a first negative balance so long as he continuesto play video poker according to optimal strategy, but if the playerfails to play according to optimal strategy, he may be allowed a secondnegative balance instead).

Other considerations. A determination of whether or not to allow anegative credit balance (e.g., any negative credit balance, a particularnegative credit balance, and so on) may consider various other factors.

For example, in one embodiment, the gaming device 16 may receive asignal from a separate device indicating to allow a negative creditbalance (e.g., in association with a particular game play). For example,the gaming device 16 may receive such a signal from the casino server12, a casino personnel device (e.g., a PDA-like device operated by acasino employee), and so on. In other embodiments, a determination ofwhether or not to allow a negative credit balance may be based on (i)time/date considerations (e.g., larger negative balances are allowed atcertain times of day and/or days of week), (ii) a level of utilizationof one or more casino games (e.g., if a large percentage of gamingdevices are currently occupied or utilized, as detected by the insertionof player tracking cards, larger negative credit balances may bepermitted), (iii) a rate of play associated with a game device (e.g.,larger negative balances are allowed if a player averages at least acertain number of game plays per unit time), (iv) miscellaneous operatoror manufacturer-specific rules concerning negative balances (e.g., asystem of the present invention may comprise functionally for a casinomanager to continually or periodically alter boundaries or rulesregarding negative balances as he sees fit), and so on.

Thus, in some embodiments, it may be determined that it is permissibleto allow a negative credit balance. For example, the gaming device 16and/or the casino server 12 may allow a negative credit balance beneatha certain threshold so long as one or more pre-established conditionsare satisfied (e.g., as indicated by databases 44D or 44E). If it isdetermined that a negative balance is permissible, the process of FIG.13 continues.

In other embodiments, it may be determined that it is not permissible toallow a negative credit balance. In such embodiments, the gaming device16 may be programmed to perform various functions in response to such adetermination. For example, if a player requests a wager that wouldresult in a negative balance, and the negative balance is notpermissible, the gaming device 16 may be configured to (i) output amessage explaining the disallowance (e.g., “Sorry, you don't have thatmany credits”); (ii) recommend an alternate wager amount (e.g., “You mayonly wager up to 73 credits”); (iii) output an offer to a player toallow the wager and resulting negative credit balance, so long as theplayer agrees to perform a certain activity or accept an altered gameparameter. For example, if a negative balance resulting from a wager isfirst determined unallowable, a player may still place the wager if heagrees to accept an altered game rule such as a disadvantageous changeto a probability or payout in association with a future game play,purchase goods or services from or otherwise fulfill an obligation witha third party, partake in a survey or perform some other value-addedactivity, and so on. Such methods are described in commonly-owned U.S.application Ser. No. 10/341,450, filed Jan. 10, 2003, entitled “SYSTEMAND METHOD FOR PLAYING A GAME INCLUDING A MORTGAGING OPTION,” and U.S.application Ser. No. 10/121,243 filed Apr. 11, 2002, entitled “METHODSAND SYSTEMS FOR FACILITATING PLAY AT A GAMING DEVICE BY MEANS OF THIRDPARTY OFFERS”; the entirety of both are incorporated herein by referencefor all purposes.

In some embodiments, a player may be engaged in a gaming session orcontract (e.g., a player has pre-paid for an hour of game play), inwhich a player may continue to execute game play until the player hasdepleted a credit balance to a certain balance amount, which may be anegative balance amount. For example, a player may purchase for $40 theright to execute as many game plays as desired within an hour, so longas the player's balance does not fall beneath −200 credits, at whichpoint the session may terminate (e.g., the player may no longer beallowed to execute game play). Accordingly, in some embodiments, theblock 400 may comprise determining whether or not it is permissible toallow a negative balance, and if it is not permissible, terminating agame session or otherwise preventing further play of a gaming device(e.g., for a predetermined period of time, until further payment isprovided by a player, and so on).

If it is determined in block 400 that a negative credit balance ispermissible, the control system may then adjust a current balance suchthat it is equal to the negative balance (block 500).

For example, in some embodiments, block 500 may comprise adjusting apositive balance such that it is equal to the negative balance (e.g., aplayer with 10 credits places a 20-credit wager, and therefore reduceshis balance to −10 credits). In other embodiments, block 500 maycomprise adjusting a first negative balance such that it is equal to asecond negative balance (e.g., a player has −78 credits, places aone-credit wager, and therefore receives a balance of −79 credits).

In further embodiments, block 500 may comprise adjusting a plurality ofbalances. For example, block 500 may comprise adjusting a first and asecond balance, such that when the first and second balances are summed,the net result is equal to the desired negative balance. For example, asdescribed, a player may possess a balance of standard game credits aswell as a balance of loaned game credits, such that the balance ofloaned game credits must be subtracted (e.g., at a one-to-one ratio, atsome other ratio) from the balance of standard game credits in order todetermine a true net balance. Thus, in one example, if a player has abalance of five standard game credits and places a wager of 10 credits,the player's balance of standard game credits may be reduced to zero,and the player's balance of loaned game credits may be increased tofive. Thus, it should be noted that, in one embodiment wherein thegaming device 16 may comprise such a plurality of balances of differenttypes (e.g., debits or loan credits which are deducted from standardcredits at a one-to-one ratio), only one such balance may be positive atany one time (e.g., it may be impossible or impermissible for a playerto possess both loaned credits and standard credits at the same time).However, in other embodiments (as will be described further herein), itmay be possible for a gaming device to simultaneously maintain apositive balance of standard credits as well as a positive balance ofdebits or loaned credits, so long as a reconciliation process isperformed in advance of a cashout (e.g., debits are subtracted fromcredits before a cashout is allowed).

As described previously, in some embodiments, adjusting a balance ofcredits may comprise adjusting a value stored in memory of the gamingdevice 16, the casino server 12 or other device. For example, storedwithin memory 40 of the gaming device 16 may be a value indicating acurrent credit balance. Such a value may either be negative or positive,such that if it is determined in block 400 that a negative balance ispermissible, in block 500, the gaming device 16 processor 32 may send aninstruction such that the value in memory 40 is adjusted to reflect thenegative amount (e.g., a database record representing a current creditbalance is changed from 11 to −1 as the result of a wager).

Further, as described, in some embodiments, a plurality of creditbalances may be associated with a gaming device. Accordingly, in someembodiments, block 500 may comprise adjusting a plurality of valuesstored in memory (e.g., of a gaming device and/or server), each valueassociated with a type of credits (e.g., a standard game credits valueis reduced and a loaned game credits value is increased). For example,if a first balance type may affect a second balance type (e.g., a firstbalance type reduces the value of a second balance type), each of thevalues may be adjusted such that a desired net result is reached (e.g.,if a net credit balance of −5 is desired, a value indicating a balanceof standard credits equals zero and a value indicating a balance ofloaned credits equals five).

The control system then displays an indication of a negative creditbalance indicated by one or more of such stored values (block 600).

In some embodiments, block 600 may comprise displaying an indication ofa negative balance. A particular negative credit balance may bedetermined in a variety of manners. For example, a particular negativecredit balance may be determined at block 300. In one embodiment, thegaming device 16 may receive a signal from another device (e.g., thecasino server 12) indicating a negative balance to display. Alternatelyor additionally, a negative credit balance to be displayed may bedetermined by accessing one or more values stored in memory (e.g., ofthe casino server 12, gaming device 16, and so on) indicating one ormore current balances and/or negative balance amounts to be displayed;it should be noted that in some embodiments, before indicating anegative balance, a net balance of two types of credits must be first bedetermined, and accordingly, block 600 may comprise comparing balancesof a first and second type to determine a net credit balance (e.g., aspecific negative balance).

Various methods of displaying an indication of a negative balance ofcredits are contemplated. For example, as is known in the art, an outputdevice 36 may present a numeric indication of a balance of credits. Forexample, a display screen and/or LED meter may be utilized to display anumeric indication of a credit balance, such as “−103.” Thus, thepresent invention contemplates displaying a negative credit balance as anumeral, perhaps utilizing a hyphen (commonly understood when placed infront of a numeral as a “negative symbol”) in conjunction therewith. Anillustration of an exemplary gaming device display screen 50 output, asshown in FIG. 9, depicts such an embodiment. Of course, variousadjustments or alterations in design may be made to such output devicesto accommodate such presentation (e.g., a conventional LED meter may bemade wider so as to accommodate a negative symbol, and so on). Further,various other characters or text may be utilized in place of or inconjunction with a numeral to indicate a negative balance. For example,in one embodiment, the gaming device 16 may output a negative balance aswritten text (e.g., “Your balance is negative six credits”). In anotherexample, a negative number may appear as a numeral in parenthesis (e.g.,“(53)”) or brackets, conventions commonly employed in accountingpractices.

In some embodiments, as described, a negative balance may be indicatedas a result of a plurality of credit balances that affect one another.For example, as described, credits of a first type (e.g., standardcredits) may be offset by credits of a second type (e.g., loanedcredits). Accordingly, in some embodiments, the control system mayoutput indications of a plurality of credit balances, such as byoutputting two credit balance meters on a display screen. For example,turning to an illustration of an exemplary gaming device display screenoutput depicted by FIG. 10, a display screen may comprise two creditbalance meters 52, 54, one (54) which tracks “credits” (standardcredits) and one (52) which tracks “loaned credits” (e.g., which countagainst standard credits in a one-to-one ratio).

In some embodiments, various icons, symbols, graphics or other elementsmay be utilized in place of or in conjunction with a numeral to indicatea negative balance (or to indicate a balance of a first or second typeof credits which must be summed or otherwise compared to determine a netbalance). For example, in some embodiments, a credit balance may bedepicted as a thermometer (FIG. 11A), scale, measuring stick, stockchart (FIG. 11B), bar chart, measuring cup, or any other graphic elementthat may be used for purposes of measurement. For example, turning to anillustration of exemplary gaming device display screen outputs depictedby FIG. 11B, a negative credit balance may be illustrated as a currentlynegative stock, currently negative thermometer reading (FIG. 11A), andso on. In some embodiments, such icons, symbols or other graphics maychange in size, shape, style or color as a balance amount changes. Insome embodiments, a first icon, symbol or graphic may be associated witha credit balance of a first type (e.g., a first icon is associated witha positive balance of credits), whereas a second icon, symbol or graphicmay be associated with a credit balance of a second type (e.g., a secondicon is associated with a negative amount of credits). Further, itshould be noted that, in some embodiments, as will be described furtherherein, the control system may track or measure a player's wins, losses,wager amounts, credit balance, and so on (e.g., such that a graphicindicating a player's history, such as the stock chart-like graphicdepicted by FIG. 11B, may be output).

Alternately or additionally, various visual effects such color, shading,contrast, etc., may be utilized to accompany, emphasize or otherwiseillustrate the presentation of a negative credit balance. For example,in some embodiments, a balance of a particular type may appear inassociation with a particular color (e.g., a negative balance appears inred while a positive balance appears in green; a balance of a first typeof credits appears in red while a balance of a second type appears ingreen; and so on). In another example, a background associated with adisplay screen may change in color, brightness or contrast inassociation with a credit balance or credit balance type (e.g., abackground is red while a balance is negative and green while a balanceis positive, a background gradually loses or gains brightness as aplayer's balance approaches and/or falls beneath zero, and so on).

In some embodiments, a current balance may be positive, and a player mayrequest a wager amount that would result in a negative balance. In oneexample of such an embodiment, one or more display alterations thatwould commonly result from a change from a negative to a positivebalance (e.g., a change to a credit balance meter, a change associatedwith an icon or graphic, a change in color or brightness) may bewithheld until after one or more game plays have been completed. Forexample, a player may place a wager that would result in a change from apositive to a negative credit balance (e.g., a player has three coinsand wagers five, thereby resulting in a balance of −2 coins), though oneor more display alterations that would normally ensue when a balancechanges from a positive to a negative state may be withheld until theresult of the wager is determined. For example, a player of the aboveexample may win 20 coins, and therefore, a change in color associatedwith a display screen may never occur (e.g., as the player had a balanceof −2 for only a brief period of time until the game play concluded,yielding him 20 coins and a positive balance of 18). In other words, insome embodiments, the gaming device 16 may determine not to alter one ormore display properties associated with a change in credit balance untilafter a game play has been resolved in its entirety.

In some embodiments, displaying an indication of a negative balance to aplayer (block 600) may comprise displaying auxiliary information to aplayer regarding the negative balance. For example, in some embodiments,a message or other indication may be output to a player, such as (i) a“warning” message that a balance is currently negative, is negativebeyond a certain threshold, has been negative for a certain period oftime, and so on; (ii) an indication of a number of credits of aparticular type which must be won in order to reach a particular balance(e.g., “For every single-coin wager, you must win at least 10 credits tofinish this session with a positive balance”); (iii) an indication of anumber of credits a player has wagered since a balance has been zero ornegative (e.g., “You've wagered 217 credits of the house's money”); (iv)offers which a player may accept to reduce or eliminate a negativebalance (e.g., offers to accept promotions from a casino or third-partyor perform various value-added activities as described herein); and soon.

Various embodiments of the present disclosure incorporate methods foroperating the gaming device 16 with a negative credit balance, which mayhave resulted from the above-described process for adjusting a balancesuch that it results in a negative balance. Numerous such methods willnow be described.

Negative balances and cashout procedures. In some embodiments, variousactions may be performed in association with a cashout, cashout request,conclusion or termination of a gaming session, and so on.

In some embodiments, it may be desirable to disable variousfunctionality associated with the gaming device 16 should a currentbalance be a negative balance (e.g., any negative balance, a negativebalance beneath a particular threshold, and so on). For example, if aplayer possesses a negative balance of credits, a positive balance of“loaned” credits or debits, or a net balance of credits that is negativeonce credits of two different types are summed or otherwise compared,functionality that would normally allow a player to cashout may bedisabled. For example, a player may have a balance of −27 credits, andtherefore, upon the player's request to cashout (e.g., performed byactuating an input device such as a cashout button), one or moremechanisms may be disabled. For example, in one embodiment, a player insuch a situation may not be provided with a cashless gaming ticket(e.g., a ticket printer is disabled). Further, in some embodiments,should a player with a negative balance request a cashout, the gamingdevice 16 may be configured to output a message to a player, the messageperhaps informing the player that (i) the player has no credits of cashvalue to redeem for currency, (ii) the player “owes” a certain amount ofcredits (e.g., which may be “paid off” in a manner described below),(iii) the player needs a certain amount of credits before he will haveany credits of cash value to redeem (e.g., if a player's balance is −11,the gaming device 16 may output a prompt indicating “You need 12 morecredits before you can cash out”), and so on.

In other embodiments, upon the player's request to receive a cashoutand/or upon the termination of a gaming session (e.g., a pre-paid100-spin gaming session concludes), if a current balance is negative, aplayer may receive a voucher, ticket, card or other medium indicatingthe current negative balance. For example, in one embodiment, a playermay be provided with a cashless gaming ticket indicating a negativeamount of credits. In some embodiments, such tickets may becharacterized by various indicia, markings or other alterations. In someembodiments, such indicia may encode data, such as an identifier or code(e.g., such that a database record may be accessed based on theidentifier to determine a negative balance, player identity, and so on),or a negative balance amount (e.g., a barcode encodes a negative balanceamount of −17 coins). In other embodiments, such indicia, markings orother alterations may serve to distinguish such from conventionalcashless gaming tickets featuring positive credit balances. For example,such “negative” cashless gaming tickets may comprise a large icon thatwhen viewed would quickly illustrate that the ticket comprises anegative balance, may comprise text indicating that the ticket comprisesa negative balance, may comprise a different color or shading, may beprinted on using material (e.g., a different color paper substrate), andso on.

In some embodiments, various benefits may be provided to playerspossessing one or more such cashless gaming tickets or vouchersindicating negative balances (e.g., refunds, comp points, goods,services, buffet passes, and so on). In some embodiments, the valueassociated with such benefits may be based on the value associated withsuch tickets (e.g., larger or smaller benefits for larger or smallernegative balances).

In some embodiments, as described, the gaming device 16 may comprise aplurality of balances of credits (e.g., a balance of a first type andbalance of a second, perhaps offsetting type). Accordingly, in someembodiments, a cashless gaming ticket may indicate a plurality of creditbalances. For example, a cashless gaming ticket may indicate a balanceof a first type of credits (e.g., 19 standard game credits) and abalance of a second type of credits (e.g., 13 loaned game credits). Insome embodiments, if a first balance type affects a second balance type,a net balance may alternately or additionally be depicted by such acashless gaming ticket or voucher (e.g., a ticket depicts 19 standardgame credits, 13 loaned game credits, and a “Cashout Balance” of sixcredits).

In some embodiments, an electronic indication of a negative balance maybe stored by the gaming device 16, the casino server 12, smart card, andso on. For example, periodically, upon the conclusion of a game play,upon the conclusion of a gaming session and/or upon receiving a cashoutrequest from a player, a negative balance amount may be stored. Thus,for example, a player may terminate play of the gaming device 16, andremove a player tracking card. Should the player then insert the playertracking card (or otherwise identify himself in any other mannerdescribed herein) into a different gaming device 16 (or the same gamingdevice 16 thereafter), a negative credit balance may then be determinedin association with the player (e.g., a player database 44C or similardatabase 44 stores indications of negative credit balances inassociation with players). In some embodiments, the player may then beprompted to perform a reconciliation or “pay off” process, as describedbelow, before further play is permitted.

Reconciliation of debts. In some embodiments, a balance of negativecredits (or positive balance of “loaned” credits or debits) associatedwith a player and/or gaming device 16 may be eliminated by means of areconciliation or “pay off” process.

Such a process may be executed (e.g., by a gaming device) at varioustimes and/or in response to various triggering conditions, including butnot limited to:

(i) upon receiving a player's request to execute a reconciliation (e.g.,a player actuates an input device, such as a button labeled “Convertcredits,” “Pay off credits/debt,” “Reconcile,” and so on),

(ii) upon receiving a signal from a separate device (e.g., a server),

(iii) upon the resolution of a game play (e.g., after each game play,after certain game plays such as losing or winning game plays, and soon),

(iv) upon cashout (e.g., a player actuates a “Cash Out” button),

(v) upon the conclusion of a gaming session,

(vi) upon achieving a particular balance (e.g., once a player reaches abalance of −100 credits, a reconciliation process is triggered),

(vii) periodically (e.g., every minute), and/or

(viii) continually (e.g., each time a credit balance changes).

In some embodiments, as described, a player may be responsible forrepaying a negative balance of credits. For example, in variousembodiments, a player may be responsible for repaying a negative balanceof credits before further game play and/or wagering is allowed, before agame session concludes, before a certain time/date, before theoccurrence of a particular event, and so on. In other embodiments, aplayer may not be responsible for repaying all or a portion of anegative credit balance (or a positive balance of “loaned” credits ordebits). For example, in one embodiment, if a player has pre-paid afixed price for a gaming session, and the gaming session concludes witha negative balance (e.g., any negative balance, a negative balance abovea certain threshold, and so on), the player may not be responsible forrepayment (e.g., such that all a player “pays” for the session is thefixed price). In another example, a player may not be responsible forrepaying all or a portion of a negative credit balance if the player isof a certain status, has been playing for a certain amount of time, etc.Generally, in other words, any of the conditions for which a negativebalance may be permitted (block 400) may be applied to a determinationof whether or not a player must repay a portion or all of a negativecredit balance (or positive balance of “loaned” credits or debits).

In some embodiments, if repayment is required (in portion or in full), aplayer may repay during a reconciliation process. During such a process,a balance of negative credits (or positive balance of “loaned” creditsor debits) may be reconciled or “paid off” such that a player may nolonger be obligated to repay. In some embodiments, a player may repayany credits owed by providing further payment via a gaming devicepayment accepting mechanism (e.g., a player inserts a cashless gamingticket, inserts cash, inserts coins, draws funds from an electronicaccount, and so on, such that an amount of credits owed may be repaidusing the newly-provided funds). Alternately or additionally, a playermay reconcile an amount owed by exchanging one type of credits foranother. For example, a player may possess 20 loaned credits and 30standard credits. The player may then “pay off” the loaned credits usingthe standard credits (e.g., in a one-to-one ratio), such that the playermay no longer owe any loaned credits (e.g., an thereby possess only 10standard credits). Alternately or additionally, a player may reconcilean amount owed in a variety of other manners.

For example, in one embodiment, a player may repay an amount of creditsby agreeing to purchase or purchasing a flat-rate gaming session. Inanother embodiment, a play may provide comp points as repayment. In yetanother embodiment, a player may only repay an amount owed using aparticular type of credits or particular type of currency (e.g., usingonly winnings earned while a credit balance is positive). Still further,in exchange for a repayment of credits owed, a player may agree toaccept an altered game rule such as a disadvantageous change to aprobability or payout in association with a future game play, purchasegoods or services from or otherwise fulfill an obligation with a thirdparty, partake in a survey or perform some other value-added activity,and so on. In a still further embodiment, a player may be withheld fromfurther gambling until reconciliation is (partially or wholly) complete(e.g., an identified player may be prevented from playing a slotmachine).

In some embodiments, the gaming device 16 may be configured to outputone or more display or menu screens designed to facilitate suchreconciliation. For example, turning to an exemplary illustration of agaming device display screen 56 output depicted by FIG. 12, in oneembodiment, a player may utilize a touch-screen to select any or all ofa method of repayment (e.g., “game credits” or “comp points”), an amountto be repaid in association with a method, and so on. It should ofcourse be appreciated that the functionality exhibited by such asingular screen may be spread throughout a plurality of such screens(e.g., players are stepped through a series of screens), and thatfurther such screens may be necessary to complete a reconciliationprocess (e.g., after selecting an “add funds” option, a separate screendisplays an indication of funds added as a player inserts cash, coins,and so on).

In some embodiments, various players may receive an advantage during areconciliation process. For example, based on a variety of factors suchas player data (e.g., various previously-described statistics associatedwith a player's gaming history, such as rewards club status level,theoretical win generated, etc.), a measured rate of play and/or lengthof time playing, session considerations (e.g., a number of sessions aplayer has bought, a length or cost associated with a particularsession), time/date considerations, utilization or capacityconsiderations, and so on, various parameters of a reconciliationprocess may be adjusted. For example, a payoff amount or amount owed maybe reduced (e.g., if a player meets certain criteria, such as bymaintaining a certain rate of play, and so on). In another example, arate at which a player may exchange a first type of credits for a secondtype of credits may be altered (e.g., for certain players, each standardgame credit pays off two loaned game credits). In yet another example, atime or event before which a player must repay an amount of credits owedmay be altered (e.g., a time is extended for certain players).

Sessions beginning with negative balances. As described, in someembodiments, the gaming device 16 may be operable to execute a pluralityof game plays in exchange for a single, fixed payment (e.g., 100 spinsfor $10).

Thus, it should be noted that in some embodiments, a negative balancemay be arrived at in various manners (e.g., a manner other than a resultof placing a wager). For example, in one embodiment, a session-basedgame may begin with a negative credit balance, such that a creditbalance may not initially be positive. For example, a player may play agaming session (e.g., purchase a flat-rate block of a plurality of gameplays) that begins with a negative credit balance, whereby the playermay win a prize or payout at the end of the session (perhaps as well aswinning various payouts throughout the session) based on the player'sability (through achieving winning game results) to reduce the negativebalance, eliminate the negative balance and/or turn the negative balanceinto a positive balance (e.g., a game begins at −1,000 credits, and if aplayer is able to gain a positive balance by the end of the session, theplayer wins a jackpot). In one embodiment, an initial negative balance(i.e., the negative credit balance at which the session begins) may bebased on a fixed price and/or one or more other parameters associatedwith a session (e.g., the greater the fixed price the lesser the initialnegative balance; the longer the session the greater the initialnegative balance; and so on).

Tracking negative play. As described, in some embodiments, variousparameters may be tracked or measured in association with play of thegaming device 16. For example, the gaming device 16 and/or the casinoserver 12 may track or measure various statistics regarding “negativeplay” occurring on the gaming device 16 (e.g., wagering which hasoccurred while a balance is zero and/or a negative number).

For example, in some embodiments, the gaming device 16 and/or the casinoserver 12 may track an amount of play (e.g., an amount of time, a numberof game plays, an amount wagered, and so on) spent while negative (e.g.,with any balance equal to and/or less than zero). Thus, in someembodiments, the control system may determine whether a wager amountwill result in a negative balance (e.g., any negative balance, anegative balance beneath a particular threshold, etc.), and if so,increment a value indicating (i) an amount of time elapsed while acredit balance is negative (e.g., so long as a credit balance remainsnegative, such a value may continually increment, though the value maycease to increment while a balance is positive), (ii) a number of gameplays executed while a starting credit balance is negative, and/or (iii)an amount wagered while a balance is negative. Thus, in someembodiments, such values may be measured, tracked and/or stored. Forexample, in some embodiments, such values may be stored in a databasesimilar in structure to an exemplary negative play database 44F depictedby FIG. 8.

In some embodiments, such data may then be output by a device, such asthe gaming device 16, kiosk, casino personnel device, and so on. Forexample, in one embodiment, such data may be continually or periodicallydisplayed to a player of the gaming device 16 (e.g., a corner of adisplay screen depicts “15:02 spent in negative this session”). Inanother embodiment, a player may request such data (e.g., a playerpresses a button labeled “About my session”) via the gaming device 16 orkiosk, such that the data may be accessed (e.g., based on a receivedplayer identifier) and output. In yet another embodiment, such data maybe output via a cashless gaming ticket or other substrate output via thegaming device 16, kiosk or any other device. In yet another embodiment,a player may utilize a device such as a personal computer, cellularphone, mobile terminal, PDA, interactive television set, in a mannersuch that such data may be accessed (e.g., via a network, such as theInternet) and viewed using the device. In various embodiments, any orall of such data may be output, and may be organized or labeled in avariety of manners (e.g., a total amount wagered while negative mayappear labeled as “Total Played with House's Money,” “Total Free Play,”“Total Amount Owed,” and so on, perhaps depending on variousreconciliation parameters associated with a gaming device and/orplayer). Further, in some embodiments, a variety of other data may besimilarly measured, stored and/or output, including but not limited to(i) an amount of credits won while negative, (ii) a number of gameindicia accumulated while negative (e.g., slot machine reel symbols,cards, and so on), (iii) a number of “points” of a loyalty or rewardsprogram earned while negative, (iv) a length of time in between gameplays while negative, and so on.

It should also be noted that such data may also be measured, storedand/or output in association with a positive credit balance or creditbalance of any other distinguishable type (e.g., an amount of time aplayer has spent with a positive balance may similarly be tracked).Thus, a player (or other interested party, such as a casino operator,gaming device manufacturer, gaming regulator, tax authority, and so on)may view statistics associated with gaming while credit balances arenegative or positive. For example, utilizing data such as (i) a totalamount won while positive, (ii) a total amount wagered while positive,(iii) a total amount won while negative, and/or (iv) a total amountwagered while negative, various conclusions can be drawn (e.g., a playertypically wagers more while a balance is positive, a player typicallytakes longer breaks in between game plays when a balance is negative,and so on). Further, it may be useful to track such data related tonegative and positive balances separately for accounting purposes. Forexample, only wagers placed while a balance is positive may be countedas revenue or “coin-in,” perhaps until a player reconciles an amountowed (more detail on this feature is presented below). In anotherexample, only payouts achieved while a balance is positive may count ashistoric winnings associated with a player. Thus, tracking such data maybe useful for a variety of reasons.

Altering payouts, probabilities or other parameters when credit balanceis negative. In some embodiments of the present invention, variousparameters may be altered when a gaming device credit balance is in anegative state (as opposed to a positive state). For example, in someembodiments, the present invention may comprise (i) determining whethera current credit balance is in a negative or positive state, (ii)executing a game play, (iii) determining whether the current creditbalance has changed state as a result of the game play, and if so (iv)adjusting a gaming device parameter. In other words, a gaming device ofthe present invention may be operable in a negative or positive “state”or “mode,” in which various attributes or parameters may change.

For example, if a current gaming device balance is negative (as opposedto positive), a variety of parameters may be altered, including but notlimited to:

(i) a payout associated with one or more game results (e.g.,“Cherry-Cherry-Cherry” pays 10 credits while in a positive state, but 12credits while in a negative state);

(ii) a probability associated with achieving one or more game results(e.g., a player is more likely to achieved “Cherry-Cherry-Cherry” whennegative than when positive);

(iii) a rate at which points of a rewards or loyalty program are earned(e.g., a player earns fewer or no “comp” points per game play when acredit balance is negative);

(iv) a display property, such as a color, light, brightness level,contrast level, icon type, graphic type, font type, and so on (e.g., asdescribed, a display screen background turns red when a credit balanceis negative);

(v) a rate at which various collectable game elements may be accumulated(e.g., a player may collect/save a greater number of “cherry” symbols orother element for which the player may eventually earn a payout or otherbenefit); and

(vi) a standard, maximum and/or minimum allowable wager per game play(e.g., a player is allowed to wager a larger or smaller amount per gameplay while a credit balance is negative).

Thus, the gaming device 16 operating in a negative “mode” (as opposed toa positive “mode”) may be characterized by a different look, feel, playstyle and so on. For example, in one or more embodiments, as described,payouts and/or probabilities associated with game play may be alteredwhile the gaming device 16 is in such a mode or state. For example, aparticular type of payout may only be available when the gaming device16 is in such a mode or state (e.g., a “super jackpot” becomes activeonly when a player's balance is negative). In another example, a playermay be more likely to achieve a particular outcome while a creditbalance is negative (e.g., a probability associated with the outcome“Bell-Bell-Bell” increases). In yet another example, a player mayreceive a larger payout for an outcome if a credit balance is negative(e.g., a video poker outcome of “Full House” pays a 20-coin bonus when abalance is negative).

In another embodiment, a magnitude of a change in probability or payoutmay be based on a player's balance. For example, in one embodiment, as aplayer's balance becomes more and more negative, one or more payouts(according to a predetermined pay schedule) may increase in size (e.g.,a payout for “Bar-Bar-Bar” pays 15 credits when a balance is positive,but pays 20 credits when a balance is between −20 and −30, 30 creditswhen a balance is between −30 and −40, and so on). In one embodiment, apayout for achieving one or more particular game results may be equal toan amount of coins that, when added to a currently negative balance,will result in a balance of zero credits or a positive balance. Forexample, a payout for the slot machine outcome“Snapback-Snapback-Snapback” may be a positive amount of credits equalto a currently negative balance, and the outcome may only be attainablewhen a credit balance is currently negative. For example, if a playerwith a balance of −5 credits achieves “Snapback-Snapback-Snapback,” theplayer may earn five credits, whereas a player with a balance of −117credits achieving “Snapback-Snapback-Snapback” may win 117 credits,perhaps up to a certain limit (e.g., the maximum potential payout forthe outcome is 200 coins).

In another example, a payout achieved may be based on an amount of time,amount wagered and/or number of game starts executed during which aplayer's balance is negative. For example, a player having executed 100game starts while a balance is negative may receive a larger payout fora particular outcome than a player who has only executed 50 game startswhile a balance is negative.

In another example, an outcome achieved while a credit balance is acertain negative number (e.g., −17) may pay an amount of credits suchthat a positive number that is of equal distance from a balance of zerocredits may be achieved (e.g., 17). Thus, for example, an outcome suchas “Positive Swap-Positive Swap-Positive Swap” may pay 34 credits when abalance is −17 (e.g., resulting in a positive balance of 17 credits), 30credits when a balance is −15 (e.g., resulting in a positive balance of15 credits), and so on.

Session/game balance vs. machine balance. In some embodiments, asdescribed, the gaming device 16 may be operable to offer game sessionsfor a fixed price. For example, a player may insert funds, purchase afirst flat-rate game session, complete the session, purchase a secondflat-rate game session, and so on.

Accordingly, in some embodiments, the gaming device 16 may separatelystore an (i) amount of credits associated with a session or game, aswell as (ii) an amount of credits stored on a machine which may beapplied to a plurality of such games. For example, a player may deposit$50 of currency into the gaming device 16. The player may then purchasea one-hour gaming session for a flat price of $20, thus reducing the“machine balance” to $30. The player may then be given an amount ofsession or game credits for play during the hour-long session (e.g., $20may buy 80 credits of 25¢ in value, or may buy some separate value ofgame credits, such that a prize may be determined at the end of thesession based on the game credits accumulated). Thus, in someembodiments, a balance of session/game credits may be negative (e.g.,during a session or game, a balance of credits is a negative number),though a balance of machine credits may still be positive (e.g., theplayer still has $30 with which to purchase further game play).

Balance-status paytable. In some embodiments, the gaming device 16 maycomprise a paytable viewable by players (e.g., at all times, byaccessing a screen through a menu system, and so on), as is known in theart (e.g., a chart correlates outcomes that may be achieved to payoutsthat will be made if a player achieves an associated outcome).

In one embodiment, such a paytable may illustrate (i) one or morewinnings outcomes that may be achieved through play of the gaming device16 (e.g., “Plum-Plum-Plum,” “Bar-Bar-Bar,” and so on), (ii) one or morepayouts that may be earned for achieving such a winning outcome (e.g.,“Bar-Bar-Bar” pays 20 coins), as well as (iii) an indication of aresulting credit balance should an outcome/payout should be achieved(e.g., should a player hit “Bar-Bar-Bar,” a resulting balance would be“−42 credits”). For example, a section of a paytable for a game resultof “Bar-Bar-Bar” may appear accordingly:

Outcome Payout New Balance Bar-Bar-Bar 20 −42

Thus, the present disclosure contemplates outputting a paytable via adisplay screen, such that entries in a “new balance” column may becontinually updated based on a player's current balance (e.g., tocalculate such a “new balance” figure, a potential payout amount isadded to a current balance amount). It should be noted that such anembodiment may be advantageous should the gaming device 16 comprise acredit balance that may be negative, as patrons may not be used toperforming calculations with negative numbers (e.g., the paytableillustrates what a player's balance would be should he win a payout witha negative balance, minimizing the occurrence of discrepancies).

In some embodiments, when a credit balance is negative, variousinformation may be output to a player indicating manners in which thebalance may be turned positive. In one example, if a player's balance is−78 credits, any single pay combination of a viewable paytable that isgreater than or equal to −78 credits may be highlighted or emphasized insome regard (e.g., such that the player knows he needs at least a fullhouse to break out of the negative in one hand). In another example, aplayer may be informed of other manners in which a negative balance maybe turned positive (e.g., marketing offers the player may accept, and soon).

“Betting” a negative amount of credits. In some embodiments, a playermay be able to wager a negative amount of credits, such that a playermay “win” by achieving an outcome that generally would yield no payout.For example, when wagering a negative amount of credits, a paytable maybe “reversed” such that outcomes that normally would be considerednon-winning outcomes (e.g., Bar-Blank-Lemon) may pay an amount ofcredits, whereas outcomes that would normally be considered winningoutcomes (e.g., “Cherry-Cherry-Cherry”) may result in the loss of the“negative” wager amount. For example, a player may “wager” −5 credits,thus signaling the reversal of the paytable in association with aparticular game play, such that if a player achieves a “losing” outcome(e.g. Bar-Blank-Lemon), the player may win an amount of credits asindicated by a secondary paytable, whereas if the player achieves a“winning” outcome (e.g., “Cherry-Cherry-Cherry”), the player may losehis wager amount (e.g., the player loses five credits).

Control of the Coin-in, Coin-out Meters

As alluded to elsewhere, gaming devices 16 and other coin operateddevices (e.g., arcade games) normally have meters associated with themthat account for financial activity on the machine. These meters, called“coin-in meters” and “coin-out meters” (referred to collectively hereinas coin tracking meters), measure the wagers placed on the gaming deviceand the payouts provided by the gaming device respectively. Othermeters, such as the “bill-in meter” account for cash inserted into thegaming device. By way of contrast, the term “credit meter” refers to thecurrent equity the player has in the gaming device usually by countingavailable units of wager as that term is defined in the Rules ofInterpretation below. The interested reader is directed to U.S. Pat. No.6,743,095 to Cole et al. for a more detailed discussion of the mechanicsof a conventional coin-in meter.

A first technique to manage the coin-in and coin-out meters is to treatthe entire session as a single wager. Exemplary methodology of thistechnique is presented with reference to FIG. 14. In particular, theplayer establishes equity in the gaming device 16 (block 700). Theplayer may establish equity by inserting bills into a bill acceptor(thereby causing the bill-in meter to increment), inserting a cashlessgaming receipt, or other technique as has been explained elsewhere inthis disclosure. Establishing equity effectively creates a machinebalance on the gaming device 16. The player may then purchase a sessionof game play (block 702). The cost of the session is deducted from themachine balance. For example, if the player inserted a one hundreddollar bill into the gaming device 16, the machine balance is initially$100.00. If the player then purchases a ten dollar session, the machinebalance is decremented to $90 and the player is provided a number ofgame starts as dictated by the terms of the purchased session (block704). The balance of the session credit meter of the gaming device 16 isset according to the rules of the session as well and the coin-in meteris incremented appropriately (block 706). In this simple embodiment, thecoin-in meter is incremented by the value of the session. That is,extending the example above, if the value of the session is ten dollars,the coin-in meter is incremented by the number of credits correspondingto ten dollars (e.g., in a quarter denomination game, ten dollars equalsforty credits). Further, the session credit meter may be set to zero.The player begins initiating game starts (block 708).

The control system determines if the session has terminated (block 710).If the answer to block 710 is no, then the player continues to initiategame starts (block 708). While the player is initiating game starts, nofurther changes are made to the coin-in and coin-out meters, althoughthe player's credit balance as shown on the session credit meter goes upand down as described above, subtracting the value of wagers made andadding values associated with winning outcomes.

Once block 710 is answered affirmatively, that the session has ended,either because the player has initiated a cash out event or because theplayer has exhausted the number of hands provided under the rules of thesession, the control system determines if the player is due a payout(block 712). That is, the control system determines if the player has apositive credit balance (either by checking to see if the session creditmeter is negative, subtracting the loaned credits from the sessioncredit meter or other technique as desired). If the answer to block 712is no, the player is not due a payout, then the process ends. If,however, the player is due a payout, then the gaming device 16 providesa payout and increments the coin-out meter by a corresponding number ofcredits (block 714). The payout may be an increase in the machinebalance, a printed cashless gaming receipt, dispensing of coins througha coin hopper or the like. Then the process ends. The approach of FIG.14 is but one approach to the metering issue. However, this approach maynot satisfy system-side requirements such as regular incrementing of thecoin-in meter to establish a player's activity on the gaming device 16.As yet another concern with the method of FIG. 14, regulatory and taxauthorities may view each game start as a separate wager and requireaccounting for each separate wager rather than session level accounting.

An alternate approach is to increment the coin-in meter incrementallyfor each game start using a prorated or amortized value for the gamestart and then increment the coin-out meter at the end of the sessionbased on the amount (if any) of payout made to the player. This approachallows the system to recognize player activity and reward playeractivity appropriately. An illustrative flow chart of this approach ispresented in FIG. 15.

Again, the method starts with the player establishing equity in thegaming device 16 (block 750). The player purchases a session (block752). The control system determines a prorated credit value per hand(block 754). For example, if twenty-five hands of max coin (where maxcoin means that the player wagers the maximum number of credits perhand, which is—for a standard GAME KING® Video Poker machine—fivecredits), quarter denomination video poker are purchased for tendollars, the credit per hand is 1.6 credits ($10/25 hands=$0.40/hand(which at $0.25/credit)=1.6 credits/hand). That is, twenty-five hands at1.6 credits/hand is the same as the forty credits of equity the playeractually provided to the gaming device 16 at the time the session waspurchased. Note that use of such fractional credits on the meters isknown as tokenization within the gaming industry. One exemplarytokenization treats each unit on the coin-in meter as a cent. Thus, thetwenty-five units on the coin-in meter reflects a quarter being wageredon the gaming device 16. For the example, 1.6 credits results in fortyunits being incremented on the coin-in meter.

The player is then provided the game starts according to the sessionrules (block 756) and the session credit meter is set according to thesession rules (block 758), which, in an exemplary embodiment means thatthe session credit meter is set to zero. The player then initiates agame start, and the coin-in credit meter is incremented by the proratedamount (block 760). In the example, the coin-in credit meter isincremented by 1.6 credits or forty units. The game start is resolved(block 762) and the session credit meter is adjusted (block 764).Adjustments include decrementing the session credit meter for the wagerand incrementing the session credit meters for any winnings. In theexample, if the player lost on the first game start, the balance on thesession credit meter would be negative five credits.

The control system determines if the session has terminated (block 766).If the answer is no, the process repeats as indicated. If the answer isyes, the session has terminated, then the control system determines ifthe session is an early termination (i.e., are there still game startsremaining in the session?) (block 768). If the answer to block 768 isyes, the control system reconciles the coin-in for any unused gamestarts (block 770). In the example, if the player terminates afterfifteen game starts, the control system adds sixteen credits to thecoin-in meter to account for the game starts purchased with the initialten dollars, but not played.

If the answer to block 768 is no, or after block 770, the control systemdetermines if the player is due a payout (block 772). Such adetermination is made by examining the session credit meter. If thesession credit meter reflects a positive value, then the positive valueis due the player. If the answer to block 772 is no, then the processends. The negative balance of the session credit meter is cleared and nochange is made to the coin-out meter since no coins have been paid. If,however, the player is due a payout, then the value, in number ofcredits, is transferred to the coin-out meter and the player is providedequity (block 774). The process then ends.

Use of the embodiment of FIG. 15 reflects that the coin-in meter isincremented for each game start and for any unused game starts, but inno event is the coin-in meter incremented more than the value of themoney provided by the player to purchase the session. Likewise, thecoin-out meter is only incremented if the session ended with a payout tothe player. Thus, the coin-out meter is conditionally incremented withthe condition being whether the session credit meter ended with apositive balance (whether calculated by comparing loaned credits tonormal credits, evaluation of a single credit meter or the like asdescribed above).

While effective from a given point of view, the embodiment of FIG. 15may still over simplify what is really happening to the player's equity.Depending on point of view, game starts made by the player when theplayer has positive credit balance have a different cost to the playerthan game starts made by the player when the player has a negativecredit balance. In the latter case, the player has no real cost otherthan the prorated cost of the game start within the session. In theformer case, the player is spending not only the prorated cost of thegame start (the amortized component), but also the credits that theplayer otherwise could have cashed out. It is possible that someregulators, taxing authorities, or other entities may wish to track thisextra or re-invested “coin-in”.

Likewise, winnings given to the player have a different effect if thewinning takes the player to a positive credit balance or are added to apositive credit balance compared to a win that leaves the player with anegative balance. In the latter case, there truly has been no coin-out.I.e., there is no cost to the gaming device 16 or gaming establishmentfor that win because so long as the session balance is negative, theplayer cannot cash out for value. In the former case (i.e., there is apositive balance after the resolution of the game start), however, theportion of the win which is positive is available to the player for acash out and thus, much like in transactional play where a player wins,but reinvests the win in additional game plays, the award should bereflected on the coin-out meter.

An example of a more robust gaming device 16A is presented in blockdiagram format in FIG. 16. The gaming device 16A has the processor 32,which is operatively coupled to an equity input 62 (which may be a cashacceptor, a coin acceptor, a cashless gaming receipt acceptor, or thelike as desired), an equity output 64 (which may be a coin hopper, acashless gaming receipt printer, or the like as desired), a coin-inmeter 66, a coin-out meter 68, and a session credit meter 70. Theprocessor 32 uses a condition comparator 72 to facilitate embodiments ofthe present disclosure. The condition comparator 72 may be implementedin software, hardware, or some combination of the two, but an exemplarypurpose of the condition comparator 72 is to evaluate a conditionassociated with the session credit meter 70. Note that the structure ofFIG. 16 may be used in the embodiment of FIG. 15, with the conditioncomparator 72 performing the block 772. Other structures may be used ineither embodiment as desired. For example, the condition comparator 72may be located in the casino server 12 or other location as desired.

Turning now to FIG. 17, the player establishes equity (block 800) andpurchases a session (block 802). The control system determines theprorated credit per game start (block 804) as previously described. Theplayer is provided a number of game starts according to the rules of thesession (block 806) and the session credit meter 70 is set according tothe rules of the session (e.g., at zero) (block 808).

The player initiates a game start (block 810). The condition comparator72 determines if the session credit meter 70 is at a positive value(meaning the gaming device 16 has not loaned credits to the player toinitiate the game start as described above) (block 812) before the valueof the wager is subtracted therefrom. If the session credit meter 70 isnot positive, then the coin-in meter 66 is incremented by the proratedamount (sometimes referred to as the amortized component) (block 814).If, however, the session credit meter 70 is positive, then the controlsystem increments the coin-in meter 66 by the pro-rated amount plus theportion of the wager that is funded from the positive portion of thesession credit meter 70 (sometimes referred to as the conditionalcomponent) (block 816). For example, if the session credit meter 70 isat plus sixteen credits, and the wager is five credits, then the entireportion of the wager is funded from the session credit meter 70 and thecoin-in meter 66 is incremented by the prorated value plus the fivecredits from the session credit meter 70 (i.e., amortized component plusconditional component). If, however, the session credit meter 70 is atplus three credits and the wager if five credits, then the coin-in meter66 is incremented by the prorated value plus three credits.

The game start is then resolved (block 818) by determining an outcomefor the game start (e.g., win (with amount as appropriate), loss, push,etc.). The condition comparator 72 then determines if the result of theresolution made the session credit meter 70 positive (block 820). Alsoincluded in this determination is whether an already positive sessioncredit meter's balance was increased. If the answer is no, then theprocess continues. If, however, the answer to block 820 is yes, thesession credit meter 70 is positive after the game resolution, then thecoin-out meter 68 is incremented by the amount of the result that waspositive (block 822). For example, if the session credit meter 70 was atplus fifteen credits after the wager was deducted and before resolutionand the result was a fifteen credit win, then all fifteen credits wouldbe added to the coin-out meter 68. If, however, the session credit meter70 was at minus eight credits after the wager was deducted and beforeresolution, and the result was a ten credit win, then two credits wouldbe added to the coin-out meter 68.

The control system then determines if the session has ended (block 824).The control system reconciles for any unused game starts for the session(block 826) and then the process ends. Otherwise, the process continuesas noted.

It should be appreciated that use of the embodiments set forth in FIGS.15-17 may allow the gaming devices 16, 16A to interface with existingback-end systems, player bonusing systems and the like. Suchinteroperability may make the gaming devices 16, 16A more acceptable togaming establishment operators who then do not have to change existinginfrastructure. In particular, player reward clubs which are usuallybased on “action” on machines will recognize that the player hascontinuous action and thus the player will be rewarded for time ondevice. In contrast, treating the session as a single wager may make itappear as if the player is inactive.

Further note that while tokenization allows for the coin-in and coin-outmeters to operate at denominations that differ from the unit of wager,in gaming devices that do not have tokenization, a fractional creditmeter may be used. Such a fractional credit meter may accumulatefractions of credits until an integer credit is surpassed, then pass theinteger credit to the appropriate coin-in and coin-out meters.

Coin-In Meter Treatment Example

In this example, the fixed (i.e., prorated) component of the wager isdetermined by the retail price divided by the number of hands. Forexample, if 200 hands cost $40.00, the fixed component of the wager is$0.20 per hand. In effect, this amortizes the retail price over thehands. It also has the benefit of keeping the coin-in meter activethroughout the session, triggering standard activity rules for bonusingsystems, etc. The change in the coin-in meter from the fixed componentof the wager is not displayed to the user in the session credit meter 70(sometimes referred to herein as the balance meter).

The conditional coin-in meter increments by different values dependingon whether the credits taken from the session credit meter are takenfrom positive or negative territory when making the wager. Because awager made with “negative territory credits”, that is credits taken fromcredit meter in the negative range, do not change the economic cash outvalue of the session (that is, if the player is at −25 credits and thenmakes a 5 credit wager to end at −30 credits, his cash-out value is zeroboth before and after the wager), the conditional coin-in component (seediscussion of block 816) to the wager is zero. To put it another way,the player is playing with the house's money and it has no immediatecash-out value. The coin-in meter is incremented by the fixed component($0.20 in the example) plus the conditional coin-in component (zero) fora total coin-in increment of $0.20.

When a wager is made in positive territory (the player has 25 creditsand wagers 5 with a resulting balance before the outcome of 20 credits),the player's cash out value does actually diminish by 5 credits, sothere is immediate cash-out value to this wager. In this case, theconditional component of coin-in is 5 credits. The coin-in meter isincremented by the amortization component ($0.20 in the example) plusthe conditional coin-in component (5 credits×$0.25/credit=$1.25) for atotal coin-in increment of $1.45.

Care must be taken when the wager takes the balance meter from positiveto negative territory, for example from 3 credits to −2 credits. Theamortization component of the wager is, of course, constant (at $0.20 inour example), but (for purposes of the present example embodiment) theconditional coin-in component is only incremented for the positivecredits wagered, or 3 credits in the example. The coin-in meter isincremented by the fixed component ($0.20 in the example) plus theconditional coin-in component (3 credits×$0.25/credit=$0.75) for a totalcoin-in increment of $0.95.

In some embodiments, a player who purchases a session defining, forexample, a predetermined or maximum number of hands, may cash out andterminate the session prior to completing the predetermined or maximumnumber of hands. In some embodiments, if the player elects early cashout, the coin-in meter is incremented by the unamortized cost of thegames remaining. For example, if the player has 80 hands remaining andelects early cash out, an additional 80×$0.20=$16 is added to thecoin-in meter. This is to fully account for the initial purchase cost.

Coin-Out Meter Treatment

In accordance with some embodiments, the coin-out meter is managedthrough a conditional coin-out mechanism analogous to the conditionalcoin-in mechanism. There is no fixed component to the coin-out meter.

When a player receives a payout in negative territory, for examplewinning 10 credits taking him from −30 credits to −20 credits, the cashout value of the session is unchanged, again representing no immediatecash-out value. The conditional coin-out increment is zero, andtherefore the coin-out meter is unchanged.

When a player receives a payout in positive territory, for example,winning 10 credits taking him from 20 to 30 credits, the cash-out valueof the session improves by 10 credits so there is economic value to thiswin. In this case, the conditional coin-out increment is 10 credits. Thecoin-out meter is incremented by the value of the conditional coin-outmeter increment (10 credits×0.25/credit=$2.50).

Care must be taken when the wager takes the session credit meter fromnegative to positive territory, for example from −15 to 5 credits. Theconditional coin-out increment is the positive credits won, or 5 creditsin this example. The coin-in meter is incremented by the value of theconditional coin-out increment (5 credits×$0.25/credit=$1.25).

Note that these principles may be extended past session play to othertypes of negative balance play depending on the reasons that the playeris allowed to play with a negative balance and the repayment rulesavailable to the player relative to the negative balance.

Yet another technique to account for coin-in for wagers made with anegative balance is to use promotional credits. Such promotional creditsare sometimes used for free spins as part of player comp programs. Thus,if a player initiates a game start and some portion of the wager isfunded with negative credits, then the credits that are negative aredeemed promotional credits for determining coin-in. Likewise, wins thatare used to pay off negative credits are not counted towards coin-out.Reference to an internal credit balance, a session credit balance orother technique may be used as desired to track whether it isappropriate to increment the coin-in and coin-out meters (i.e., has anappropriate condition been met).

Note further that while the session has been described as being asession of a predetermined number of game starts, the session couldinstead be defined by a time duration. In such an instance, theamortization component of the coin-in increment would be calculated bymeasuring the actual time elapsed form the previous wager multiplied bythe amortization rate, calculated by dividing the retail price of thesession the amount of time. For example, if thirty minutes of wageringwere sold for $20, the amortization rate would be calculated as ($20/(30min*60 secs)=$0.111/second. When a wager is placed six seconds after thepreceeding wager, the amortization component of the coin-in incrementwould be $0.666. At the end of the time period, any unamortized amounts,such as those accumulated after the last wager before the end of thesession, would be accounted for by incrementing the coin-in meter.

While the above discussion has focused on the condition being whetherthe conditional meter 70 is positive or negative, it is also possiblethat some other condition could be used. The condition may be equivalentto the positive/negative threshold or may be some other condition asdesired. For example, one condition could be whether the balance on theconditional meter is greater or lesser than the amount of the wager.Another condition might be whether the amount of the wager is greaterthan the absolute value of the balance on the conditional credit meter70. Still other conditions could be used if desire.

Without limitation some ways of expressing the concepts of the currentdisclosure are presented below. The disclosure contemplates a methodcomprising: determining an initiation of an event at a gaming device andadjusting a meter of the gaming device by a first amount if a firstcondition is true and a second amount if a second condition is truewherein the meter comprises a meter value which may or may not displayedto a player of the gaming device. The method may further determineinitiation of the event by determining whether a game start of awagering game has been initiated. The method may further determineinitiation of the event by determining whether a wager has been placedon a game of the gaming device. The method may further determineinitiation of the event by determining a win of an award at the gamingdevice. The method may define the first condition and the secondcondition as mutually exclusive. In this method, the meter may be acoin-in meter for tracking wagers made at the gaming device.

The method may further define that the first condition is a value of acredit meter displayed to a player upon the placement of the wager, butprior to the wager being deducted from the credit meter being at leastequal to a value of the wager and the second condition is defined to bethat the value of the credit meter displayed to the player, uponplacement of the wager, but prior to the wager being deducted from thecredit meter being less than the value of the wager. In effect, thesecond condition is actually two conditions. When the credit meter isless than the wager and greater than zero is one condition. The secondcondition is when the credit meter is less than zero. Between the wagerand zero, the amount varies linearly, when less than zero the amount isa constant.

The method may further define the first condition to be a value of acredit meter displayed to a player, upon the placement of the wager butprior to the wager being deducted from the credit meter, being greaterthan zero and the second condition is the value of the credit meterdisplayed to the player, upon the placement of the wager but prior tothe wager being deducted from the credit meter, being zero or less thanzero.

The method may further define the first condition to be the wager beingdrawn from a balance of cashable credits and the second condition is thewager being drawn from a balance of non-cashable (e.g., promotional)credits.

The method may further define the first condition as a value of a creditmeter displayed to a player, upon placement of the wager but prior tothe wager being deducted from the credit meter, having a firstrelationship to a predetermined value. The second condition may bedefined to be the value of the credit meter displayed to the player uponplacement of the wager, but prior to the wager being deducted from thecredit meter, having a second relationship to the predetermined value.

The method may further define that the first amount is greater than thesecond amount.

The method may further define that the first amount comprises a firstcomponent and a second component while the second amount comprises onlythe second component.

The method may further define that at least one of the first componentand the second component is attributable to a wager placed at the gamingdevice.

The method may further define that the first component comprises avariable component which varies based on a value of a credit balancedetermined upon a wager being placed but prior to the wager beingdeducted from the credit balance and that the second component comprisesa fixed component which remains constant over a plurality of game playsof a game.

The method may further define that the event is initiated during asession of a game at the gaming device, wherein the session comprisesthe plurality of game plays and for which game plays a player prepaysprior to initiating a first game play of the plurality of game plays.

The method may further define that the second component and thereforethe second amount is based on a duration of the session. The durationmay be measured in time, wagers, or wins as desired.

The method may further include determining the second amount and therebythe second component based on a duration of the session.

The method may further define that the meter comprises a coin-out meterfor tracking a cumulative value of awards won at the gaming device.

The method may further include determining a value of an award won atthe gaming device as a result of the wager.

The method may further include determining at least one of the firstamount and the second amount based on the value of the award.

The method may further define that the second amount is zero.

The method may further define that the second condition is a value of acredit meter displayed to the player, after the placement of the wagerand before any adjustment of the meter based on the determining thevalue of the award, is not greater than zero.

The method may further include decrementing a credit meter of the gamingdevice by a third amount in response to the placement of the wager, thecredit meter comprising a meter a value of which is output to theplayer.

The method may further define that the third amount is at least one ofthe first amount and the second amount.

The method may further act as though the credit meter comprises amechanism for tracking a player's progress through a wagering game.

The method may further include determining that the player is engaged insession play, in which the player has prepurchased a plurality of roundsof a wagering game.

A device associated with the present disclosure may include a processor,and a memory operable to communicate with the memory, the memory storinga program, wherein the processor is operable to: determine an initiationof an event at a gaming device; and adjust, upon determining theinitiation and based on the event, a meter of the gaming device by afirst amount if a first condition is true and a second amount if asecond condition is true, wherein the meter comprises a meter a value ofwhich is not displayed to a player of the gaming device.

The device may further include a display operable to display a result ofthe wagering game.

The device may further include at least one of: a portable device and ahandheld device.

The device may further be a device a primary function of which is tofacilitate gambling.

A computer readable medium associated with the present disclosure mayinclude a program that has instructions to: determine an initiation ofan event at a gaming device; and adjust, upon determining the initiationand based on the event, a meter of the gaming device by a first amountif a first condition is true and a second amount if a second conditionis true, wherein the meter comprises a meter a value of which is notdisplayed to a player of the gaming device.

Another method associated with the present disclosure may includedetermining an initiation of a game play of a wagering game, wherein thegame play is part of a session for which a player has previouslyprovided payment; determining, upon the initiation, a value of a creditbalance displayed to a player initiating the game play; and increasing acoin-in meter of a gaming device by a first amount if the value of thecredit meter is less than a predetermined value; and a second amount ifthe value of the credit meter is at least equal to the predeterminedvalue, wherein the coin-in meter is operable to track a cumulativeeconomic value of wagers placed at the gaming device.

Another method associated with the present disclosure may includedetermining, during a session, an award won as a result of a wageringgame, wherein the session comprises a plurality of game plays for whicha player pays a single price; determining a value of a credit balancedisplayed to a player; and increasing a coin-out meter of a gamingdevice by a first amount if the value of the credit meter is less than apredetermined value, and a second amount if the value of the creditmeter is at least equal to the predetermined value, wherein the coin-outmeter is operable to track a cumulative economic value of awards won atthe gaming device.

Rules of Interpretation

Numerous embodiments are described in this disclosure, and are presentedfor illustrative purposes only. The described embodiments are not, andare not intended to be, limiting in any sense. The presently disclosedinvention(s) are widely applicable to numerous embodiments, as isreadily apparent from the disclosure. One of ordinary skill in the artwill recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

The present disclosure is neither a literal description of allembodiments nor a listing of features of the invention that must bepresent in all embodiments.

Neither the Title (set forth at the beginning of the first page of thisdisclosure) nor the Abstract (set forth at the end of this disclosure)are to be taken as limiting in any way as the scope of the disclosedinvention(s).

The term “product” means any machine, manufacture and/or composition ofmatter as contemplated by 35U.S.C. §101, unless expressly specifiedotherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “one embodiment” and the like mean “one or more (but notall) disclosed embodiments”, unless expressly specified otherwise.

The terms “the invention” and “the present invention” and the like mean“one or more embodiments of the present invention.”

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in the present disclosure, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase at least one of a widget, a car and a wheel meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”.

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere recitation of the term ‘process’ or a like term. Accordingly, anyreference in a claim to a ‘step’ or ‘steps’ of a process has sufficientantecedent basis.

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device or article is described herein, more than onedevice or article (whether or not they cooperate) may alternatively beused in place of the single device or article that is described.Accordingly, the functionality that is described as being possessed by adevice may alternatively be possessed by more than one device or article(whether or not they cooperate).

Similarly, where more than one device or article is described herein(whether or not they cooperate), a single device or article mayalternatively be used in place of the more than one device or articlethat is described. For example, a plurality of computer-based devicesmay be substituted with a single computer-based device. Accordingly, thevarious functionality that is described as being possessed by more thanone device or article may alternatively be possessed by a single deviceor article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other devicesthat are described but are not explicitly described as having suchfunctionality and/or features. Thus, other embodiments need not includethe described device itself, but rather can include the one or moreother devices which would, in those other embodiments, have suchfunctionality/features.

Devices that are in communication with each other need not be incontinuous communication with each other, unless expressly specifiedotherwise. On the contrary, such devices need only transmit to eachother as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for weeks at a time. In addition, devices thatare in communication with each other may communicate directly orindirectly through one or more intermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components and/or features arerequired. On the contrary, a variety of optional components aredescribed to illustrate the wide variety of possible embodiments of thepresent disclosure. Unless otherwise specified explicitly, no componentand/or feature is essential or required.

Further, although process steps, algorithms or the like may be describedin a sequential order, such processes may be configured to work indifferent orders. In other words, any sequence or order of steps thatmay be explicitly described does not necessarily indicate a requirementthat the steps be performed in that order. The steps of processesdescribed herein may be performed in any order practical. Further, somesteps may be performed simultaneously despite being described or impliedas occurring non-simultaneously (e.g., because one step is describedafter the other step). Moreover, the illustration of a process by itsdepiction in a drawing does not imply that the illustrated process isexclusive of other variations and modifications thereto, does not implythat the illustrated process or any of its steps are necessary to theinvention, and does not imply that the illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not indicate that all or even any of the steps are essentialor required. Various other embodiments within the scope of the describedinvention(s) include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that all of the plurality are essential or required.Various other embodiments within the scope of the described invention(s)include other products that omit some or all of the described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

Headings of sections provided in this disclosure are for convenienceonly, and are not to be taken as limiting the disclosure in any way.

A few terms are specifically defined for use with the present disclosureand are defined below.

Game: A wagering activity whereby a player posts consideration, usuallymonetary in form, in exchange for a chance at winning a payout. Thedefinition is intended to include basic games and bonus games.

Game Device, Gaming Device, Game Machine, Gaming Machine: Anyelectrical, mechanical or electromechanical device that, in a mannerwell known in the art, accepts wagers, determines an outcome anddetermines winnings based on the outcome. The outcome may be randomlygenerated, as with a slot machine; may be generated through acombination of randomness and player skill, as with video poker; or maybe generated entirely through player skill. Gaming devices may includeslot machines (both video and mechanical reels), video poker machines,video blackjack machines, video roulette machines, video keno machines,video bingo machines, pachinko machines, video lottery terminals,handheld gaming devices, and the like.

Cash Out, Cashout: A process whereby a gaming device player is tenderedpayment. Payment may be in the form of currency (e.g., coins), tokens,cashless gaming ticket, electronic credits, or any other suitable meansas known in the art. In some embodiments, a player may actively requesta cashout (e.g., by actuating a “Cash Out” button). In one embodiment, amonetary amount may be transferred from a gaming device to an accountassociated with a player (e.g., a financial account such as a creditcard account or a casino maintained account) as a result of a cash out.

Credit Balance, Current Balance, Balance: An indication of an amount ofcurrency that a player may be entitled to cash out. In one embodiment, acredit balance is an indication of a number of electronic credits thatmay be available to a player for wagering. A credit balance may beassociated with a gaming device and/or a particular player (e.g., acredit balance may be stored in gaming device memory and/or on a serverin association with a player identifier). In some embodiments, a currentbalance may be indicated by an output device such as an LED “creditmeter.” Further, in some embodiments, a credit balance may comprise anegative balance of credits (defined further herein).

Game Play, Play, Handle Pull, Spin, Game Start: A single play of a gameat a gaming device that generates a singular, corresponding outcome(e.g., a player pulls the handle of a slot machine and the reels resolveto “Bar-Lemon-Plum”). In some embodiment, a game play may comprise abonus round.

Game Session, Gaming Session, Session: A gambling event with a beginningand end that may encompass a number of game plays. For example, a gamingsession may comprise a consecutive number of game starts executed by aplayer using one or more gaming devices. The end of a session may bedetermined voluntarily (in which the player elects to stop play) orinvoluntarily (in which the gaming device terminates play). In oneembodiment, a session begins when a player inserts a player trackingcard and ends when the player cashes out. In some embodiments, a playermay pay a fixed price for a game session comprising a number of gameplays (e.g., a $20 “contract” entitling the player to a predeterminedamount of game play, perhaps specific to a particular time period and/orgaming device). Apparatus and methods which, among other things, permitand enable various ways of providing flat-rate game sessions or“contract play,” and which are appropriate for use in accordance withthe present disclosure are disclosed in: U.S. Pat. No. 6,077,163, filedJun. 23, 1997, entitled “GAMING DEVICE FOR A FLAT RATE PLAY SESSION ANDA METHOD OF OPERATING SAME”; U.S. patent application Ser. No.10/001,089, filed Nov. 2, 2001, entitled “GAME MACHINE FOR A FLAT RATEPLAY SESSION AND METHOD OF OPERATING SAME”; U.S. patent application Ser.No. 10/420,066, filed Apr. 21, 2003, entitled “METHOD AND APPARATUS FOREMPLOYING FLAT RATE PLAY”; U.S. patent application Ser. No. 10/636,520,filed Aug. 7, 2003, entitled “SYSTEM AND METHOD FOR COMMUNICATING GAMESESSION INFORMATION”; U.S. Provisional Application No. 60/600,211, filedAug. 10, 2004, entitled “SYSTEMS, METHODS AND APPARATUS FORADMINISTERING GAMING CONTRACTS”; and U.S. Provisional Application No.60/637,338, filed Dec. 17, 2004, entitled “GAMING DEVICE OFFERING A FLATRATE PLAY SESSION AND METHODS THEREOF”; the entirety of each areincorporated herein by reference for all purposes.

Negative Credit Balance, Negative Balance of Credits, Negative Balance:In some embodiments, a negative balance of credits may comprise abalance of credits that is less than a certain amount, such as zero. Forexample, if it is permissible to allow a negative credit balance, aplayer with a balance of seven credits may place a 10-credit wager andreceive a non-winning outcome, thereby resulting in a balance of −3credits. In other embodiments, a negative balance of credits maycomprise a positive amount of a secondary type of credits. For example,a player may have a positive balance of credits of a primary type (e.g.,12 “standard” game credits), as well as a positive balance of credits ofa secondary type (e.g., 17 “loaned” game credits). In one such example,credits of the secondary type may offset, negate or reduce the value ofcredits of the primary type. For example, if the player has earned 12standard credits but owes 17 loaned credits, the player's net creditbalance may be −5. Thus, in some embodiments, a negative credit balancemay comprise a net credit balance that is determined to be negativeafter comparing two or more balances of credits that may affect oneanother (e.g., comparing a balance of primary type of credits with abalance of secondary type of credits). In some embodiments, a primarytype of credits may comprise credits for which the player has providedconsideration (e.g., the player inserts $20 into a gaming device and inexchange receives an amount of electronic credits added to the creditmeter balance of the gaming device). In some embodiments, a secondarytype of credits comprises electronic credits which are provided to aplayer and available for wagering to a player but for which credits theplayer has not provided consideration prior to the credits beingprovided to the player (e.g., a casino “loans” electronic credits to aplayer or otherwise allows the player to play with credits for which theplayer has not paid). In some embodiments, zero may comprise a negativecredit balance (e.g., credit balances of zero and any negative numbersmay be treated similarly with respect to various processes or methodsdescribed herein). Other embodiments comprising negative credit balanceswill be described in more detail further herein.

Negative Credits: In various embodiments, negative credits may comprise(i) credits of a balance that is currently less than zero (e.g., if acredit balance is −5, a player can be thought to posses five negativecredits), (ii) a positive amount of credits that negatively affect(negate, offset, reduce the value of) another type of credits (e.g.,“loaned” credits reduce the value of “standard” credits), and/or (iii)non-cashable or otherwise illiquid credits (e.g., that have been loanedto a player, which the player may or may not be obligated to repay).Various terms may be associated with such credits so as to illustratetheir nature. For example, such credits may be termed negative credits,loaned credits, financed credits, borrowed credits, mortgaged credits,advanced credits, subtractive credits, credits to be subtracted,“whammy” credits, penalty credits, illiquid credits, “free” credits orgame plays (e.g., if such credits are provided to a player and theplayer needn't repay them), or any other substitute or otherwiseappropriate term. Further, in some instances, such credits may bethought of as “debits” or reductions against a total balance or amountpayable to a player. In some embodiments, negative credits may comprisecredits against which any payouts won by a player will be applied, untilall the negative credits are repaid. For example, if a player isassociated with a balance of negative five credits (“−5”) and wins apayout of eight credits (“+8”), the first five of these won credits maybe applied to the negative five credits, so as to repay the negativefive credits or offset the negative credits, resulting in a balance ofthree credits (“+3”) as a result of the win. In one embodiment, a playermay not be allowed to cash out negative credits.

Outcome, Result, Game Result: The result of one or more game plays. Forexample, a handle of a three-reel slot machine is pulled, and the reelsresolve to an outcome of “Plum-Orange-Orange.” An outcome may correspondto a payout amount as detailed further herein.

Payout: A benefit provided to a player as the result of an outcome(e.g., at the end of a bonus round, a player is paid 120 credits). Forexample, in some embodiments, a payout comprises a number of creditsadded to a balance represented by an electronic credit meter (e.g., awinning outcome of “Lemon-Lemon-Lemon” pays five credits). In someembodiments wherein a current credit balance is negative, adding creditsto such a balance may have the effect of reducing the negative number(e.g., if a player has a balance of −23 credits and the player wins 11credits, the current balance becomes −12). Thus, in some embodiments, apayout may comprise the forgiveness of a loan. A payout need notnecessarily be provided to a player at the time an outcome correspondingto the payout is determined and/or by the gaming device that determinesthe outcome.

Player Tracking Card: Most casinos issue plastic cards (resemblingfrequent shopper cards) to players as a way of identifying the player ata slot machine or table game. As is well known in the art, such cardstypically have encoded thereon (in machine-readable and/or humanreadable form) a player identifier (e.g., a six digit number) whichuniquely identifies the player (e.g., because the number is associatedwith a record in a player database that includes corresponding playerinformation). At a slot machine, the player inserts the card into areader device and the player identifier is read from the card, mostoften magnetically or optically. From the player identifier which thereader device reads, the corresponding player information may in turn beread from the database, typically via a network connection between thereader device and a device hosting the database. In some embodiments, asmart card comprising a memory may be used in addition to or in place ofa player tracking card. Further, in some embodiments, players may beidentified in a variety of other manners as described herein.

A player “wagers” at least a single “unit of wager” to pay for a gamestart. In many gaming devices, a unit of wager may be referred to as acredit. Many gaming devices allow multiple credits to be wageredconcurrently in exchange for an improved paytable or more paylines. Aunit of wager may be equivalent to a full dollar amount ($1, $5), afractional dollar amount, a coin (e.g., $0.05 (nickel) or $0.25(quarter)), or specified amount of another currency (e.g., a specifiednumber of comp points). Some paytables may be expressed as a number ofcoins won relative to a number of coins wagered. In such instances, theterm coin is the same as a unit of wager. Because gaming devices areembodied in different denominations, it is relevant to note that a coin,credit, or unit of wager on a first device may not be identically valuedas a coin, credit, or unit of wager on a second device. For example, acredit on a quarter slot machine (on which the credit is equivalent to$0.25) is not the same as a credit on a five dollar slot machine (onwhich the credit is equivalent to $5.00). Accordingly, it should beunderstood that in embodiments in which a player may cash out creditsfrom a first gaming device that operates based on a first denomination(e.g., a quarter-play slot machine) and establish, using only the cashedout credits, a credit balance on a second gaming device that operatesbased on a second denomination (e.g., a nickel-play slot machine), theplayer may receive a different number of credits on the second gamingdevice than the number of credits cashed out at the first gaming device.An interesting discussion of this concept can be found in U.S. Pat. No.5,277,424, which is hereby incorporated by reference in its entirety.

“Determining” something can be performed in a variety of manners andtherefore the term “determining” (and like terms) includes calculating,computing, deriving, looking up (e.g., in a table, database or datastructure), ascertaining, recognizing, and the like.

A “display” as that term is used herein is an area that conveysinformation to a viewer. The information may be dynamic, in which case,an LCD, LED, CRT, LDP, rear projection, front projection, or the likemay be used to form the display. The aspect ratio of the display may be4:3, 16:9, or the like. Furthermore, the resolution of the display maybe any appropriate resolution such as 480i, 480p, 720p, 1080i, 1080p orthe like. The format of information sent to the display may be anyappropriate format such as standard definition (SDTV), enhanceddefinition (EDTV), high definition (HD), or the like. The informationmay likewise be static, in which case, painted glass may be used to formthe display. Note that static information may be presented on a displaycapable of displaying dynamic information if desired.

The present disclosure frequently refers to a “control system”. Acontrol system, as that term is used herein, may be a computer processorcoupled with an operating system, device drivers, and appropriateprograms (collectively “software”) with instructions to provide thefunctionality described for the control system. The software is storedin an associated memory device (sometimes referred to as a computerreadable medium). While it is contemplated that an appropriatelyprogrammed general purpose computer or computing device may be used, itis also contemplated that hard-wired circuitry or custom hardware (e.g.,an application specific integrated circuit (ASIC)) may be used in placeof, or in combination with, software instructions for implementation ofthe processes of various embodiments. Thus, embodiments are not limitedto any specific combination of hardware and software. In someembodiments, the control system may function as a computer server andmay control the actions of gaming devices. Alternately or additionally,the control system may contain or otherwise be configured to read datafrom and/or write data to one or more databases regarding, among otherthings, probability data, payout data, player data, and so on. In someembodiments, outcomes may be “centrally-determined” by such a controlsystem and promulgated to one or more gaming devices, such that they maybe received by players. In one embodiment, the control system may inturn be in communication with another electronic device that is distinctfrom a gaming device, which electronic device may be operable to (i)direct the control system to perform certain functions and/or (ii) readdata from and/or write data to the control system. For example, thecontrol system may comprise a slot server or Data Collection Unit (DCU)that controls and/or communicates with a bank of slot machines, whichcontrol system is in turn in communication with a casino server that isin communication with a plurality of control systems. In anotherembodiment, the control system may be operable to communicate with theone or more gaming devices via another electronic device (e.g., a DCU),such as a server computer operable to communicate with a plurality ofslot machines. For example, in one embodiment, the control system may beoperable to communicate with a plurality of computing devices, eachcomputing device operable to communicate with a respective plurality ofgaming devices.

A “processor” means any one or more microprocessors, CPU devices,computing devices, microcontrollers, digital signal processors, or likedevices. Exemplary processors are the INTEL PENTIUM or AMD ATHLONprocessors.

The term “computer-readable medium” refers to any medium thatparticipates in providing data (e.g., instructions) that may be read bya computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includeDRAM, which typically constitutes the main memory. Transmission mediainclude coaxial cables, copper wire and fiber optics, including thewires that comprise a system bus coupled to the processor. Transmissionmedia may include or convey acoustic waves, light waves andelectromagnetic emissions, such as those generated during RF and IR datacommunications. Common forms of computer-readable media include, forexample, a floppy disk, a flexible disk, hard disk, magnetic tape, anyother magnetic medium, a CD-ROM, DVD, any other optical medium, punchcards, paper tape, any other physical medium with patterns of holes, aRAM, a PROM, an EPROM, a FLASH-EEPROM, flash memory, a USB memory stick,a dongle, any other memory chip or cartridge, a carrier wave, or anyother medium from which a computer can read.

Various forms of computer readable media may be involved in carryingsequences of instructions to a processor. For example, sequences ofinstruction (i) may be delivered from RAM to a processor, (ii) may becarried over a wireless transmission medium, and/or (iii) may beformatted according to numerous formats, standards or protocols. For amore exhaustive list of protocols, the term “network” is defined belowand includes many exemplary protocols that are also applicable here.

It will be readily apparent that the various methods and algorithmsdescribed herein may be implemented by a control system and/or theinstructions of the software may be designed to carry out the processesof the present disclosure.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models, hierarchicalelectronic file structures, and/or distributed databases) could be usedto store and manipulate the data types described herein. Likewise,object methods or behaviors of a database can be used to implementvarious processes, such as those described herein. In addition, thedatabases may, in a known manner, be stored locally or remotely from adevice that accesses data in such a database. Furthermore, while unifieddatabases may be contemplated, it is also possible that the databasesmay be distributed and/or duplicated amongst a variety of devices.

As used herein a “network” is an environment wherein one or morecomputing devices may communicate with one another. Such devices maycommunicate directly or indirectly, via a wired or wireless medium suchas the Internet, LAN, WAN or Ethernet (or IEEE 802.3), Token Ring, orvia any appropriate communications means or combination ofcommunications means. Exemplary protocols include but are not limitedto: Bluetooth™, TDMA, CDMA, GSM, EDGE, GPRS, WCDMA, AMPS, D-AMPS, IEEE802.11 (WI-FI), IEEE 802.3, SAP, SAS™ by IGT, OASIS™ by AristocratTechnologies, SDS by Bally Gaming and Systems, ATP, TCP/IP, gamingdevice standard (GDS) published by the Gaming Standards Association ofFremont Calif., the best of breed (BOB), system to system (S2S), or thelike. Note that if video signals or large files are being sent over thenetwork, a broadband network may be used to alleviate delays associatedwith the transfer of such large files, however, such is not strictlyrequired. Each of the devices is adapted to communicate on such acommunication means. Any number and type of machines may be incommunication via the network. Where the network is the Internet,communications over the Internet may be through a website maintained bya computer on a remote server or over an online data network includingcommercial online service providers, bulletin board systems, and thelike. In yet other embodiments, the devices may communicate with oneanother over RF, cable TV, satellite links, and the like. Whereappropriate encryption or other security measures such as logins andpasswords may be provided to protect proprietary or confidentialinformation.

Communication among computers and devices may be encrypted to insureprivacy and prevent fraud in any of a variety of ways well known in theart. Appropriate cryptographic protocols for bolstering system securityare described in Schneier, APPLIED CRYPTOGRAPHY, PROTOCOLS, ALGORITHMS,AND SOURCE CODE IN C, John Wiley & Sons, Inc. 2d ed., 1996, which isincorporated by reference in its entirety.

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentdisclosure, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentdisclosure.

1. A method, comprising: determining an initiation of a game start at agaming device; resolving the game start by determining a game outcome;determining whether a session balance associated with the gaming deviceis negative; if the session balance is negative after resolving the gamestart, not incrementing a coin-out meter of the gaming device; and ifthe session balance is positive after resolving the game start,incrementing the coin-out meter of the gaming device.
 2. A methodcomprising: providing session play comprising a session of a pluralityof game starts on a gaming device; calculating an amortized value for agame start within the session; incrementing a coin-in meter of thegaming device by at least the amortized value.
 3. The method of claim 2further comprising determining whether the session has ended.
 4. Themethod of claim 3 further comprising determining whether a player is duea payout after the session has ended.
 5. The method of claim 4 furthercomprising incrementing a credit-out meter by the payout.
 6. A methodcomprising: determining an initiation of a game start at a gamingdevice; determining whether a session balance associated with the gamingdevice satisfies a condition; if the session balance satisfies thecondition, adjusting a coin tracking meter by a first amount and if thesession balance does not satisfy the condition, adjusting the cointracking meter by a second amount different than the first amount.